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.
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En réponse à @matchristian
That sounds like a lot of fun. Are you still a java guy? Or C# for Unity dev? What are you planning on building this logic with? So you're creating the rules and bounds for proc gen based on inputs from level maps people have made?
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En réponse à @frigginGlorious
C# with Unity only now. Just prototyping some stuff right now with some general longer term ideas. Typically a game like Minecraft builds a procedurally generated Perlin map and builds it's blocks off that as if it were a topographical map. (1/2)
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En réponse à @matchristian @frigginGlorious
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)
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En réponse à @matchristian
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?
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En réponse à @frigginGlorious @matchristian
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?
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En réponse à @frigginGlorious
For the thing with Probuilder: it would be like defining a DnD map like this one, and constructing it at runtime while proc-gen uses it to fill in the 'walls' with generated destructable blocks. In theory, you could blast a hole in walls until you broke into another room.pic.twitter.com/iPC8Ab0e6A
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En réponse à @matchristian @frigginGlorious
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).
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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.
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