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
- Inventory UI Overhaul
- Researched procedural terrain generation
- Experimented with layered perlin noise terrain generation
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
Get Ozone Wipeout
Ozone Wipeout
Procedural open world, post apocalyptic, zombie survival game
Status | In development |
Author | OzoneWipeout |
Genre | Survival |
Tags | 3D, First-Person, Moddable, Open World, Photorealistic, Post-apocalyptic, Procedural Generation, Singleplayer, Zombies |
Languages | German, English |
Accessibility | Configurable controls |
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