We worked super hard to get the vertical slice completed in only 8 weeks! Now we're all regaining stamina... getting back to the grind soon! Kicking off next week. Enjoy easter holidays!
See you next week, have lots planned! More procedural level generation, art and more!
We're in the production stage of our game, we're going to build our levels procedurally using UE5's BPs. (Potentially PCG)
We want full control over how we generate levels. Aiming for a balanced experience but with enough randomisation to make each job feel unique!
Last night I cooked up a new dungeon generation system in Unreal Engine using Blueprint. I slowed it down to debug how it generates. Seems to work quite well. I will be using it to construct 10-15 rooms for our procedural job levels, but for now I am brute forcing it to generate 100+ rooms ๐
This is the first level of randomisation. I plan to add:
๐นlayout randomisation
๐น per room variation switches (interior layouts and themes)
๐น prop sets arrangements
๐น per prop variation
๐น Z height based rules (material changes/loot/spawners)
๐น additional rules to help define what is most likely to spawn
๐น rules to limit bonus rooms/hero rooms and a recipe to weight a certain room order structure (normal, connector, puzzle, normal, connector, bonus)
๐น have all the game logic spawning in procedurally too
This is using Unreal Engines Blueprint, I started trying to use PCG but seems like it is perfect for landscape/spline stuff, I didn't have much luck implementing the design I had in my head using it but I may come back to use it later. I just wanted to test if my theory in my head would work in practice!
Here I am simply loading each level instance (room), checking for overlaps and unloading if an overlap is detected. I use doorways as the sockets, their location and rotation is how it glues each room together.
Right now, it's a very simple system. I plan to add more layers of control and complexity to it soon. I was able to pull this off in a couple hours as a noob to BP so with a few weeks I am hoping to refine it to a much higher standard. This is also only 3 room types, 2 stair types... imagine 50+ base room types and some much bigger and with each of those having 50 variations on how they can spawn their interior! +Ignore the overlapping materials, that is an easy fix, just need to replace the walls with 1 sided walls and it will fix all of that ๐
What do you think?
If I carried on developing this in a very modular fashion, is this something I should package up and release online? ...would you use it?
You can literally just build levels normally and it will glue them together using very simple logic. #unrealengine #procedural #generation #leveldesign #pcg #blueprint #unreal #ue5