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.
It's a way of me telling proc-gen 'I want this map, but you fill in the gaps'. Primarily this would be for interiors and specifically ones I'd want control over (as opposed to proc-gen that generates the layout as well).
-
-
Also, typically what you'd do to have more control over the gen is having a 'seed' value that seeds into the map generation that would always produce the same map with the same seed. I don't have that yet.
Merci. Twitter en tiendra compte pour améliorer votre fil. SupprimerSupprimer
-
-
-
So the most direct way to start this I see in my head (if I understand correctly) 1. Hand-design a few different examples of the same type of room 2. Write, run an analysis tool to track the important metrics. 3. Use the output of that tool to create your proc gen algorithms
-
Yeah that seems like a good way to go about it. One thing I've considered is having 'story dungeons' be hand built, and 'side dungeons' be more proc gen type stuff. That way I can control some of the pacing while adding loads and loads of other content.
- 1 réponse 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.