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In this paper we present an approach towards procedural\ud generation of maps for 2D action-adventure games akin to those\ud found within the classic Nintendo series The Legend of Zelda. Maps\ud are generated through courtesy of a two-phase constructive approach,\ud expanding upon existing research in the composition of missions and\ud spaces for the action-adventure genre. Having completed the‘mission\ud graph’ in the first phase, we are reliant upon a constraint-based approach\ud to build geometry that faithfully represents the original mission\ud structure. We investigate the effectiveness of this approach and\ud the playable levels it can generate by creating dungeons within the\ud open source game The Legend of Zelda: The Mystery of the Solarus.
  • The results below are discovered through our pilot algorithms. Let us know how we are doing!

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