ABSTRACT

The rules of the procedural level generation system were designed around the core mechanics of the game and what ideal locations for a destructive cat would be. The rules of the procedural generation system are made up of several pieces of hard-coded data. The generation code uses a rectangle packing algorithm to place the rectangular boundaries objects within the surface areas. Overall, the procedural level generation system built for Catlateral Damage creates varied levels that both look natural and are enjoyable by players of all skill levels. The system not only creates desirable outcomes, but also has some flexibility for creating handmade content within the ruleset. In order for the procedural generation system to know what physics objects to place, there is a script attached to the surface objects on each piece of furniture that contains the list of physics objects allowed on it, along with corresponding probabilities and rotation information.