Visual Representation of Procedurally Generated Map
Here's a WIP algorithm Ross wrote for creating a procedurally generated branching saga map for Summoners Fate. Each numbered node represents a playable level. Starting from left to right, the player can choose a path of 10 levels out of possible 20 to complete the sequence. In this example, Ross hard coded the first, 9th, and 10th tiers to a fixed number of nodes. The algorithm can be customized with any number of nodes and tiers, creating limitless combinations of potential paths for players to choose. Ultimately, nodes will be customizable with symbols representing meaningful choices in types of level and monsters that may be encountered within the environment (trees for forests, skulls for dungeons, buildings for towns, etc.):