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
Inventory UI Overhaul
Researched procedural terrain generation
Experimented with layered perlin noise terrain generation (video above)
Wishlist on Steam
Join the Discord
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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