Theory: I can use Probuilder to build and test dungeons, then export the walls as a top down gradient map (similar to Perlin), and import them into the proc gen logic to build controlled maps with proc generated destructible elements.
But I want a combination of control over hand-building the levels or dungeon maps, along with the destruction and procedural benefits of proc gen; so trying to think up ideas of a workflow that would let me do that. (2/2)
-
-
So a player destroys a part of your game world. You're saying you can use proc gen to regenerate that part of the environment, just tweaking that new gen logic based on whatever they were trying to destroy?
-
Like dropping a bomb on proc genned mountain, and regenerating that mountainside mostly at random, but with a smaller value for the height of the mountain? Is that what you're getting at with that?
- 3 réponses de plus
Nouvelle conversation -
Le chargement semble prendre du temps.
Twitter est peut-être en surcapacité ou rencontre momentanément un incident. Réessayez ou rendez-vous sur la page Twitter Status pour plus d'informations.