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ATOMANIA
PROCEDURAL GENERATION DESIGN

Playthrough

Make your way through procedurally generated worlds and go as far as can: upgrade your weapons, buy power-ups and skins!

OVERVIEW

Overview
Project Breakdown

PROJECT BREAKDOWN

Project duration: 2 months (half time)

Made with Unity

Team: 4 Game Designers - 3 Gameplay Programmers

Genre: Mobile Roguelite

Project Conditions

PROJECT CONDITIONS

The main point of this project was to make an F2P game on mobile with an economic system.

During this project, I had multiple roles, such as:

  • Game Designer: Concept | 3C | Balancing

  • Level Designer: World Structure | Procedural Design | Situation Design 

Intentions

LEVEL DESIGN INTENTIONS

Short experience.

Each level lasts 1min 30 and each world contains 4 levels.

Seamless difficulty progression.

The difficulty is managed by various adaptable parameters.

Creates identity.

Even with a procedural generation, levels and worlds need to have a bit of identity.

BRICKS CREATED

Obstacles
Bricks Created

Enemies

Enemies have three types (Low; Mid; High). Each form has different base health points (2; 4; 6). Their health rises as the player progresses.

Lasers

One of the design challenges was to push players to use verticality as well. Lasers therefore force the player to change lines.

Bosses

The bosses stay in one of the possible player locations. After being hit, they teleport into another location. They are founded in every final level of each world.

Walls

They are similar to the enemies but with 1.5 times their life. The goal is to avoid them rather than break them.

Collectibles

Soft Currency

image.png

Weapon Switch

WORLD STRUCTURE

World Structure

Boss fight

Classic level

Classic level

Key Level

Classic levels & Key levels

Classic levels and Key levels are levels that end after surpassing several situations. Key levels add "Key Situations". These situations are more unique and are intended to vary the experience.

Boss fights

Boss fights are levels that end after killing the boss otherwise they will continue indefinitely.

LEVEL GENERATION

The level generation takes into account various parameters in its procedure:

Level Generation
Intensity

First, the level will select one of the three intensity curves. It will follow this curve to pick each situation with a corresponding intensity.

A specific curve was made for the Key Levels. In this curve, the intensity "-1" corresponds to the Key Event.

Number of situations

Depending on the player’s world, the number of situations will be adapted by following another curve.

I had set a limit number to avoid impossible situations.

Obstacle's life
Obstacle Settings.png

After 4 worlds the player passes a gap.

 

At every gap, the life of Walls and Enemies will increase. This increase is intended to follow the reinforcement of the player’s weapons.

Ticks

A tick represents the moment when obstacles come down a line. Depending on the player’s current world, the time between each tick is gradually reduced.

Prototype on Sheets

Before having the functional system on Unity, I quickly prototyped on Google Sheets the level generation.

Note: The first situation is shown at the top and the last one at the bottom. Each situation reads from bottom to top.

LEVEL SITUATIONS

As said before, levels choose situations from a database containing 300+ different patterns. Thanks to the concept, it was easy to create patterns that were both different and similar.

Level Situations
Situation length

Situations range in length from a minimum of 2 lines to a maximum of 7 lines. The vast majority of situations have a length of 3-4 lines. It also allowed me to ensure the duration of levels thanks to ticks.

Intensity

To determine the intensity of each situation, I have established a guideline based on the movements required:

  • Intensity 1: spaced and does not necessarily require movement 

  • Intensity 2: close and does not necessarily require movement 

  • Intensity 3: spaced but requires movement 

  • Intensity 4: request to go to the opposite column

  • Intensity 5: more info than 4 OR precise movement avoidable via enemy

  • Intensity 6: precise movement 

  • Intensity 7: precise path

  • Intensity 8: request to go to the opposite column and precise path once 

  • Intensity 9: request to go to the opposite column and precise path several times 

Depending on the intensity, the type of the enemies changes:

  • Low: Intensity 1 to 3

  • Mid: Intensity 4 to 6

  • High: Intensity 7 to 9

POST MORTEM

This project was the second time I was working with gameplay programmers. it went very well, we managed to have healthy and constant communication. Thus, we were able to correctly establish the scope of the game

Post Mortem

It was my first time designing a mobile game. We managed to create a game that works well on mobile.

I am proud of the game, it has almost no bugs, it is well polished and the levels are nice to play.

However, the replayability is not perfect. At the end of several worlds, the levels begin to be repetitive. The effects of the weapons do not change the way of approaching the fights, which adds repetitiveness.

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