made a lil level generator! still some work to do on it to make it better thopic.twitter.com/ZMpFWs7IsV
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it's building from a set of pre-made parts, stitching the exits together and closing them off when the level reaches a certain sizepic.twitter.com/EIgcMpIrIi
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it now detects collisions with existing parts, so it doesn't overlap meshespic.twitter.com/ELNC7nXqSA
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Antwort an @jazzmickle
Josh | Pyramid Lake Games hat Josh | Pyramid Lake Games retweetet
Nice! I built one of these recently too and used exits and other nodes to alter available building safe zones. Super fascinating to watch.https://twitter.com/Pyramid_Lake/status/1216190625474846721 …
Josh | Pyramid Lake Games hat hinzugefügt,
Josh | Pyramid Lake Games @Pyramid_LakeIf you don't hear from me in the next 30 days I'm stuck in this labyrinth trying to find the exit... I added two more doorways to the hallway structure and it expanded like a virus into hundreds of more rooms.#screenshotsaturday#madewithunity#indiegamedev pic.twitter.com/s2Ia1DuGcj1 Antwort 0 Retweets 2 Gefällt mir -
Antwort an @Pyramid_Lake
a big concern with this approach is that unless your pieces are built to a grid you can't create loops with them, which i'm gonna try and solve with procedural connecting pieces, but otherwise its a fun lil way to do stuff!
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Indeed. I built mine on a grid but I never added the logic to create realistic spaces or loops. Mine was weighted by the number of hallways added which allowed more branching opportunities. A lot of dead ends. Looking forward to see what you come up with!
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