Skip to content

experimenting with WFC in Unity for level design in Super Mario Bros.

Notifications You must be signed in to change notification settings

perfectjared/SMBWFC

Folders and files

NameName
Last commit message
Last commit date

Latest commit

 

History

9 Commits
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Repository files navigation

SMBWFC


credits


controls

  • move: left/right
  • crouch: down
  • jump: z
  • dash/fire: x

explanation

there are three scenes to open in Unity, in Assets/, all are different experiments of using of WFC for SMB level design.

World W-FC

this use of WFC samples all of the classic World 1-1 and outputs a single overlay. the outputs are mostly unplayable.

World W-FC2

this use of WFC composes two samples - all of the classic World 1-1 to overlay scenery, enemies, and objects, and a second, smaller sample simply for the ground, which outputs to a two tile high overlay to ensure the level is at least somewhat playable.

World W-FC3

this use of WFC composes three samples - a ground canvas, as in W-FC2, as well as a scenery canvas and a object/enemy canvas. it outputs to three separate and overlapping overlays. levels are highly playable and more dense than in W-FC2, because the training data for W-FC2 objects and enemies is the same size as the output.


future work

  • i'd like a level generator that generates as mario moves - generating in front of you
  • i'd to just arrange an entire game of WFC levels
  • i'd like to make an infinite level generator, with some kind of high score challenge

About

experimenting with WFC in Unity for level design in Super Mario Bros.

Resources

Stars

Watchers

Forks

Releases

No releases published

Packages

No packages published