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ProMaG 0.1a – My Procedural Map Generator

Posted by (twitter: @Rubikow)
Friday, August 14th, 2015 1:41 pm

Hey again!

Although I still have to write more documentation and although my tutorials aren’t ready yet, I want to share my gadget with you now. Sadly, I’m not in for this LD33 since I won’t have access to my desktop for 14 days. But hey! It would be fun if I found a LD33 game supported by my tool when I’m back. The Unity3d Project contains two Scenes. One that creates rather simple dungeons, and the other for a rather greenish fun worlds. If you’re a bit experienced in using Unity, you’ll find your way through my code very quickly (I guess).

So here it is:


You can download it here:



Have fun and good luck for LD33.



Procedural Map Generator for LD33

Posted by (twitter: @Rubikow)
Friday, August 14th, 2015 5:48 am



I’m about to release my procedural map generator for Unity (for free) this evening. It just needs some more polishing.

So far you can generate pretty fancy maps and I hope you can use it to create a game or two.

See ya and good luck for LD33!






Posted by (twitter: @Rubikow)
Thursday, July 30th, 2015 6:14 am

Inspired by s previous entry I finally found a tool (Audacity), that is able to convert a MIDI file 1:1 into a MP3. Previous approaches resulted in strange sounds or missing instruments etc. Anyways…

Now I can share those teasers of my work with you:




Fluzzle on its way

Posted by (twitter: @Rubikow)
Wednesday, July 29th, 2015 11:39 am


My little project is coming to the PlayStore (for free) this week and there are tons of stuff to add, yet. One thing: Background music.


Please help me!


What kind of music fits this game?


P.S.: If I won’t get some brilliant background music suggestion or idea until friday, I might have to “hum” the background music again, like here:



Your very own 2h game contest!

Posted by (twitter: @Rubikow)
Wednesday, July 22nd, 2015 6:38 pm

Hey there!

After 9 hours at work I had to relax at home by coding SOMETHING! So I thought: “Hey you missed the Indie vs. Gamers Jam, so let’s do your very own!”. I decided challenge myself into a 2h game dev mini-jam. And here’s what unity helped me to do in that time:



Try it yourself! Challenge yourself!




Procedural Maps

Posted by (twitter: @Rubikow)
Saturday, July 18th, 2015 9:15 am


While playing Invisible Inc. I suddenly wanted to build procedural maps like the game does. So I wrote a small procedural map generator capable of doing some pretty cool stuff. At the moment It produces maps like these:

vaults talecraft hexo bunker proc5 proc4 proc1 prmap proc10 rnd1 proc9 proc7

The algorithm producing all of these maps is the same. Hovewer I programmed different “map-renders” to get different visual designs. As you can see it is capable of building simple rogue-like maps as well as more complex maps (like the valuts-and-caverns map you see or the hex-field landscapes). The main feature is: (other than using random maps … ) There is always a way from point A to point B!

You can generate some levels here:


“What does this algorithm do?”

Basically you feed my algo with sets of “rooms”. A “room” in Javascript looks like this:


[new JTile(1),new JTile(1),new JTile(1)],
[new JTile(1),new JTile(1),new JTile(1)],
[new JTile(1),new JTile(1),new JTile(1)],


This room looks like this:


As you can see its a simple 3×3 room. JTile(1) in the code above means “JoinTile” (or more simple: a Tile) of type “1”. As you can see in the image my map-viever interprets a “1” as a field of a vault-room. If I change the center tile to 4:


[new JTile(1),new JTile(1),new JTile(1)],
[new JTile(1),new JTile(4),new JTile(1)],
[new JTile(1),new JTile(1),new JTile(1)],


It looks like this:


As you can see, my map-viewer interprets a 4 as a field of dirt.

Now, here comes the main feature!


Lets change our room to this:


[new JTile(1),new JTile(1),new JTile(1)],
[new JTile(1,(1)),new JTile(4),new JTile(1)],
[new JTile(1),new JTile(1),new JTile(1,(1))],


See? I added a “,(1)” to the fields in the west, and south-east. Now lets generate 3 rooms instead of one and let’s have a look:

simple2 simple3

These are two of many possible combinations the generator may produce now. (Some parts of the rooms are hidden behind walls due to my map-viewer).

What happened?

By adding the “,(1)” I told the tile, that it may join with another tile of type 1 in any direction. You can read:

    new JTile(1,(1))

as: “I am a Tile of type 1 and I will join with other tiles of type 1 in any direction!”.

Using only this, we already have a powerfull tool here. Add some more rooms of different types and shapes and give them different “join-partners” such as: “A toilet room always joins with a corridor” or “a vault entry always joins with a cavern” and you can build maps like this:


I’m working on a detailed tutorial at the moment, so if nothing of the above makes sense to you, just be patient 😉


“How can I use it for my games?!?”

If you want to, just go to my website and copy some of the current code under development. I wrote the generator in javascript for web browsers and in c# as a library for unity. Once I have the import/export part done I will publish it for everyone to use. Stay tuned!






The unconventional weapon trader

Posted by (twitter: @Rubikow)
Sunday, April 19th, 2015 10:27 am

Hey Folks!

Since I only have about 3 hours of freetime this weekend I do not take part in this years Ludum :(

However, here’s my little one- hour-of-coding side-kick contribution to inspire all of you.

“The unconventional weapon trader”



Good luck to all of you!



Awww, cmon!

I just submitted my “toy” and I hope it will bring a smile upon your face.

I’m prepared for harsh comments, but beware!

I got tons of unconventional weapons 😉





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