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Ozone Wipeout
3 years ago

Devlog - December 12th 2021


Floor Plan & Terrain Generation

This week’s main focus was generation related. I started working on a floor plan generation algorithm. While there is much more work to be done in this area generating a simple floor plan for a house is already possible. This system will be extended in the future to also generate floor plans for different types of buildings. It’s built in a modular way so making it generate different floor plan types should not be too difficult. Since my spawning system uses a linear flow to create an algorithm I also spent some more time to improve the integration with Unity’s visual scripting system. This allows the implementation of branching and use case specific implementations for which a dedicated script would not make much sense. This helped a lot with the floor plan generation algorithm as it uses much more conditional module execution than the spawners I built up until now. The inventory UI got a small overhaul to give it less of a clean look. Finally I experimented a bit with terrain generation based on layered perlin noise.


Notable tasks this week:

  • Extended spawner system integration with Bolt (Unity’s visual scripting system)

  • Researched floor plan generation algorithms

  • Implemented initial basic floor plan algorithm

    floorplan_generation_house_001.gif
  • Inventory UI Overhaul

    inventory_ui_001.png
  • Researched procedural terrain generation

  • Experimented with layered perlin noise terrain generation (video above)


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That’s all I got this week. I hope you are all doing well.
Stay safe out there and I’ll see you next week



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