AI level generator: generate the ground, place the meaning
Generation is very good at producing material and poor at producing intent. Flockbay uses it for the first and leaves the second to you, which is why levels made here have a shape.
The thing generated levels are missing
Play enough procedurally generated levels and they blur, and it is worth being precise about why. It is not that they are ugly. It is that nothing in them was placed because of anything else in them.
A designed level has a sequence. It shows you something across a gap before it lets you reach it. It puts the difficult jump after the easy one so you know what a jump costs. It hides the reward around a corner it has taught you to look around. Every one of those is a relationship between two things, and generation places things independently.
So a generator can produce a plausible cave for as long as you like, and none of the caves will teach the player anything or set anything up.
What generation is genuinely good for
Raw material. On the 3D side that is terrain which would take hours to sculpt by hand into something believable — rock formations, vegetation, the texture of a landscape, world data behind a landmass with plausible geography. In a flat project it is one picture at a time: a sign, a crate, a creature drawn to order when nothing you searched for was quite the thing.
Most of the time in a flat game you will not need to ask. The Catalogue inside the app is 55,073 sprites out of 60,648 objects, searched by name with a picture of each, so generation is the fallback rather than the first move.
What Flockbay does not have is a short menu of objects the tool thinks your game should contain, which is how every game made with one ends up holding the same barrel.
The change is what happens next: generation gives you a starting condition, and you then shape it. Raise this ridge, cut this valley, move the treeline so the tower is visible from the road. That is the design work and it is done with your hands.
The builder is where the level becomes a level
You place everything that matters from the viewpoint the player will have. Flockbay is a desktop app running Godot locally, so you are looking at the real thing at the real framerate while you work, not at a preview.
Which builder that is was settled when you made the project, which asks 2D or 3D and creates nothing until you answer. In a flat one the ground is painted rather than sculpted: you drag to lay ground and drag to erase it, and the tiles, the edges and the collision all fall out of which cells are ground, so the ledge you just dragged is one a player can land on before you have asked anyone for anything. Whether ground stops a walker at all is declared per material, so the same drag gives you a platformer's solid block or a top-down room's floor. Everything standing on it — crates, doors, signs — is a picture put at an exact position, turn and size with the mouse.
This is the part people underestimate before they try it. Arranging a space is fast when you can see it and slow when you are describing it, and the tenth adjustment is where the level stops being generic.
Generated content underneath, arranged deliberately on top. That combination is what gets you a place that feels made without spending a week sculpting a hillside.
If you do want runtime generation
Some games need levels generated while the player plays — roguelikes, endless runners, anything with a run structure. That is a code problem rather than an authoring one, and Director 1 writes it.
You describe the rules the generator should follow: room counts, how branches work, what guarantees must hold so a run is always completable. Getting those rules right takes many plays, because a generator is only as good as its constraints and you find the missing constraint by hitting it.
Being able to change the rules in a sentence rather than a rewrite is what makes finding them practical.
Practical facts
Mac and Windows desktop app with Godot bundled. Free to download, and the builder is free to use; Indie at $10 a month unlocks the AI assistance, which the free plan lets you try first.
Building needs an internet connection because generation and Director 1 are online. Playing what you built does not.
Mixing the two approaches
The strongest arrangement is usually generated ground and authored placement. Let generation give you the landscape, then place the encounters, the landmarks and the route by hand.
For run-based games the same split works one level up: authored rooms assembled by a generator you wrote the rules for. The player gets variety, and each individual piece was designed by a person.
Fully generated content works best where the player is not meant to learn the space — background terrain, distant landscape, filler between designed moments. Where they are meant to learn it, place it yourself.
Questions
- Can it generate a complete level for me?
- It generates terrain and assets. Arranging them so the level means something is the design work, and that is yours.
- Can I generate levels at runtime?
- Yes. Describe the rules and guarantees and Director 1 writes the generator into your project.
- Do assets come from a fixed library?
- There is a Catalogue you search by name inside the app, 60,648 objects with a picture of each, and 55,073 of them are sprites. Beyond it art comes from generation, from the web, or from you. What there is not is a short menu of the objects the tool thinks your game should contain, which is how every game made in one ends up holding the same barrel.
- Can I edit generated terrain?
- Yes, and you should. Generation is a starting point you shape by hand in the builder.
- What does it cost?
- Free download, and the builder costs nothing. Indie at $10 a month unlocks the AI assistance.
Related
Free for Mac and Windows. Generate the material, design the level.
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