procedural generation algorithm rework
I completely reworked how I wrote the procedural generation. This new method allows me to easily predefine areas which will allow me to create some interesting landmarks in the future. It also supports custom seeds which I am definitely going to make good use of as well. I still need to improve some things and optimize a bit more but it is much cleaner already.
My next goal is to improve the asset quality so that the pieces used for generation fit together better and look nicer. I am also going to start using those predefined zones very soon to create some interesting things to do, so stay tuned.
I think the next important thing that I'm currently working on for this is... well the optimization of course but... something that I'll try to keep a bit of a secret for now.
The eventual plan is to use the lore for the backrooms to create a massive infinite procedural backrooms simulator of sorts. I already have a version that supports VR and I will also be releasing that once I feel it's in a good enough state.
Files
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backrooms
(WIP) open source procedural backrooms
Status | In development |
Author | zodiepupper |
Tags | 3D, backrooms, Godot, Horror, Open Source, Procedural Generation, Singleplayer, sourcecode |
More posts
- quick fixFeb 26, 2023
- Now infinite, with better performance!Dec 15, 2022
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