Ravosa Report - Procedural Generation Update


I'm thrilled to say that the procedural generation prototype is 100% complete in time to be shown at our Tuesday 3/16 demo. The algorithm now takes in a number, which developers can specify in Unity's inspector window, and randomly generates a district with that number of modules. To help readers visualize what these districts look like I've attached images of maps I recorded while testing the algorithm with 8 and 13 rooms. In the images, the module with the black dot is the starting room.



You'll notice that all neighboring rooms are automatically connected. In the next iteration, rooms will be connected to a minimum of 1 neighbor, but successive connections will be applied at random. This means that a room won't necessarily be connected to more than one neighbor.

Additional features I intend to add in the next sprint include tile types, developer specified numbers for each type of room, and several other constraints which have been discussed by engineering. The primary obstacles include memory allocation and camera movement. For now, I've attached an in-game screenshot of the procedural generation at work. Enjoy!




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