Step 4 can get rather complicated: if a table is 3x2 and the room is empty, that’s pretty easy. Also, the quality of your dungeon will vary by the depth of your library. No matter how many chunks you have in your library, the player will see them again and again. Everything looks nice right away.īut this results in samey dungeons. There are many resources available on this approach, like the Unity Asset DunGen, because it is the most common and straight forward. This is the easiest, most straight forward approach. In the end, the level geometry is always the same. It is combinational as opposed to procedural, but their procedural tools help the level designer work quickly. The fully formed chunk is then dropped into the level aligned to some kind of grid: either at design time (Bethesda) or at runtime (Blizzard).Ĭlarification: Bethesda starts with chunks but then the level designer will adjust as they desire, much like Unity’s scene mode where you can freely adjust every piece. A human takes the time to design the piece: put in a table, chairs, candles, plates, and spider webs. It is sized well to allow player movement, may have nav meshes for enemy AI, and is designed to some kind of grid so it matches up with others. Some artist or level designer creates a chunk of level geometry. This is how Bethesda approaches Skyrim and Fallout. If I’m out to create a lightbulb, knowing what filaments not to use helps as well. Because I’m a cheap programmer, I want to make AI not hire level designers!īefore I do anything, I like to research what others have done. With all other options exhausted, I gritted my teeth and set out to innovate. Hard means it will take a lot of time, money, and effort. The reason I didn’t want to do it is because no one else has. A dungeon where each room is similar to the last is boring because it is samey. That’s a mouthful to say or type, so I use the term samey to mean there isn’t enough variety or distinctiveness across multiple generations. Samey rooms – The procedural de facto term seems to be “10,000 bowls of oatmeal”. A 3D camera solved all perspective issues. The two primary reasons for this switch were:Īrt cost – the inability to use a door, barrel, chest from different angles was killing me. The most reluctant convert in all of England. Exhausted and despondent, I reluctantly stepped into 3D. I tried everything I could to do what we needed in 2D. I never wanted to procedurally generated 3D dungeon rooms. I’ve decided to respond by writing this article and sharing this knowledge with you, for reasons that will soon become clear. And he’s right: It took a team of three about 17 months to pull it off. Knowing this is probably secret sauce stuff, he offered money or time swap for our code. He enjoyed our previous video Update #110 Procedurally Decorate a Dungeon Room With Unity & C# but would like more specifics. He has procedural room generation working, but decoratingthe rooms is proving complex.
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