Here is an update on how I am going to try and attempt to procedurally generate my level for my infinite runner game.
Each artboard is a 'room' or 'section' of the level. My plan is to spawn the sections at random, which may take some careful planning on how they are built which leads me to some questions. Before I ask my questions I just want to explain that when I export these images they are going to be used in various ways.
The floor of the level is on its own layer which I am going to be making a 'Solid' when I bring in the level sections into C2. I plan on importing the sections of the level as layers e.g, FG_Solid = Floor, BG_Level = Background artwork for the level, FB_LevelElements = Decorative artwork such as the windows, barrels, crates, mummy caskets etc.
When I import my layered artwork into C2 (this may be a stupid question), how should I import it in? As a tileset, an animation frame? The floor and threats in the level (moving saws, spikes, etc) are going to need collision so I am not to sure what the best way is to bring them into C2.
My second question is, how much control can I give myself when it comes to coding the levels. Each artboard is a level which I want to spawn randomly to make an infinite level but I want the layout of the level to make sense. How can I code the logic of that to have complete control over what spawns next to what? I know that is a pretty broad question but if someone has some sort of formula or general idea on how to code the logic to control what section spawns next to another section I would appreciate a push in the right direction, otherwise I can try and figure it out myself xD
Thanks for all the help so far though guys, this is an interesting topic and I hope if I get an efficient workflow for this kind of thing, I will definitely be sharing, may be a blog post or something