Ravosa Report - Procedural Generation Prototype


Hello Precipice Games and welcome to the first ever Ravosa Report! As your resident Engine/AI engineer, I can't wait to share all of my game-breaking logic, syntax, compiler, and runtime errors with all of you. More importantly, I'm excited to share with you all of the progress I make implementing the wonderful things we come up with as a team.

In this devlog we'll be talking procedural generation. To begin, I wanted to make sure I had a grid on which I could successfully place map-tiles of different colors. This can be achieved using some width and height variables, simple for-loops, Unity's Instantiate function, and some Vector2's. This worked fine, but didn't really help the team in terms of what we want for our procedurally generated districts.

Given that we're leaning towards districts of modularly placed map-tiles, alla Binding of Isaac, I took some time making prefabs with arrows representing doors. These prefabs can be easily exchanged with any tile art our artists whip up at any time down the line. This visually stunning set of prefabs can be seen in the figure below.

Placeholder Tile Prefabs

The idea now is to place these prefabs down on the grid in a manner in which each room has doors that align with adjacent rooms' doors. Additionally, we don't necessarily want every coordinate on the grid to have a navigable room. Therefore, I added the black tile to represent holes in the district. These are two factors I'm taking into account while expanding the algorithm for procedurally generating the districts.

It isn't quite working yet, but I'm aiming to have it working 100% by Wednesday, March 10th. For now, take a look at the image below which shows an example of how tiles are currently randomly generated.


Get City of Abominations (2021)

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