# Nogwarts

A procedurally generated exploration game set in a harry potter like universe. The user is to explore an abandoned magic school with the goal of identifying why the school was abandoned.   
  
The "Castle" will be procedurally generated, and have TARDIS like qualities to cram more into its inside than it appears it can contain.   
  
Lots of hidden elements, procedural puzzles etc.

# Tardis Qualities

In order to achieve this effect we'd need to generate a semi realistic layout of a smallish building and utilise a portal system to seamlessly transport the player to the rooms. This same portal system will be leveraged to move the player between floors in the castle and by secret passages.

This should lend to the magical nature of the game, as well as add a "quality" of the exploration.

# Procedural Generation

In an effort to give a sense of unique discovery and exploration, the castle layout, the internal rooms and their furnishing, the secret passage locations, and even the puzzles will aim to be procedurally generated.

Castle floor layout

There will only be one or two fixed features in the castle, the Foyer and the Stair Cases, other elements of the castle should be randomly placed throughout the castle.

There is a layout generation method described in this paper that seems to generate the kind of layouts i'd like from the internals of the castle [https://www.politesi.polimi.it/bitstream/10589/152122/3/2019\_12\_Carideo.pdf](https://www.politesi.polimi.it/bitstream/10589/152122/3/2019_12_Carideo.pdf) When using this method we'd need to generate a list of rooms for a given floor an use distorted representations of the rooms for the layout generation to keep that magical TARDIS like feel to the castle.

Floor sections

I'm not sure if this is something to try and include or not, but generally rooms that serve the same subject will be kept together, for example if there are 3 potions rooms they would be in a cluster/wing of the castle. I'm not sure if this wants to be kept or not.

Room layout/furnishings

If possible generating rooms with more unusual shapes should be preferred over large rectangular rooms. There are going to be several types of room that will require different sizing rule sets as well, for example a class room will need room for a fixed number of students, a presentation area for the teacher and then decorations, where as a store cupboard might require significantly less space.

The class rooms will also need to have sub types of rooms for practical classes vs traditional learning. [https://www.bookwidgets.com/blog/2019/12/19-classroom-seating-arrangements-fit-for-your-teaching](https://www.bookwidgets.com/blog/2019/12/19-classroom-seating-arrangements-fit-for-your-teaching) has 19 different seating layouts that could be generated for the student seating for example.