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A procedurally generated Anomaly Containment Facility.

This was a project Id started years ago and then stopped. I decided to revamp it a little and at least get to a playable demo for procjam25. So no this wasnt all done in a week, but it wasn't that much longer though!

You can use the usual FPS controls to explore the generated lab, escape to get to the menu and regenerate another version. Its all fairly unoptimised so I apologise for folk if it crawls.

If you want to know how I made it you can check out the short series of articles I wrote here

https://www.nullpointer.co.uk/procjam-25-diary-p1-dungeon-gen.html

https://www.nullpointer.co.uk/procjam-25-diary-p2-solids.html

https://www.nullpointer.co.uk/procjam-25-diary-p3-bells-and-whistles.html

Have fun!


Oh and apprently I left in the kypress - R- to regenerate too..

Published 2 days ago
StatusReleased
PlatformsWindows
Authortomnullpointer

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Click download now to get access to the following files:

build-nullpointer-labx19.zip 447 MB

Comments

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Something that kills me, is trying to deal with "corners" and "end caps", like trying to have things all connect or end neatly, without resulting double ups, or z-fighting.

You seem to have techniques that deal with these, as your resulting levels look really clean, without these issues.

Do you find you need to make special allowances for these sorts of things (like special pieces to cap things off in places?) 

Like, having a "ledge cap" around the outside of each new level of the building at the bottom level of each floor.  Or architraves around an inner or outer corner of a room.

I guess one can resolve z-fighting by using triplanar mapping, which can completely hide z-fighting even though it's technically happening.  Do you rely on that to solve some of those challenges?  :)

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Really enjoying the super thorough blog posts.    I've been working on a proc gen game (Secret Keep) for years, but I get a little hung up on the complexity of procedural generation, and really needing a more methodical approach, and better mathematical and algorithmic underpinnings!  Your blog posts give solid examples of the sorts of things I mean!  

I think the main thing is definitely needing a DATA FORM of the level, that can be begun, added to, adjusted, pruned, and then finally realised in physical form later in the process... 

I definitely tangle and trip myself up trying to make a more improvised "let's just roll through some processes and try to generate something cool" approach! 

It's being able to double back and check relationships between things, detect things that need to be removed, or placing something based on finding the appropriate context that I really need to do better!

That's cool!  Interesting to see your various uploads this week, with the maze generator (cool stuff!), and I guess seeing some of the results of that appearing in this (I assume!).

I feel like there's a touch of "Eldritch" elements in this perhaps (?) with the possible connections between rooms through the walls at various heights.  Not sure, just reminded me of some of David Pittman's approach there.  :)

I like the vibe of the player controller, with the way you land and recover, by sort of crouching out of the jump.  That's cool.

Always fun to see your creations!