In this paper we present an approach towards proceduraludgeneration of maps for 2D action-adventure games akin to thoseudfound within the classic Nintendo series The Legend of Zelda. Mapsudare generated through courtesy of a two-phase constructive approach,udexpanding upon existing research in the composition of missions andudspaces for the action-adventure genre. Having completed the‘missionudgraph’ in the first phase, we are reliant upon a constraint-based approachudto build geometry that faithfully represents the original missionudstructure. We investigate the effectiveness of this approach andudthe playable levels it can generate by creating dungeons within theudopen source game The Legend of Zelda: The Mystery of the Solarus.
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