So we’ve been quiet for a little while over here. That’s good news though, it means we’re hard at work making the game a reality
Most of the work last month or so revolved around improving the procedural generation system for Rebirth. I mentioned in the past how I wanted to make it a big part of the game. I have been going back and forth and finally decided that for the first “release” version of it, we will do a mix of both static and randomized environments.
The reason for this being visual quality. Horror games require some amount of believability/fidelity to the surroundings which is hard to create randomly. Atmosphere and mood play huge parts and thus a completely random environment may be a negative as a result.
Not to worry though, I believe I found the right balance, here’s the plan as it stands:
- We will use our procedural terrain tools to speed up the workflow for creating game areas for the game. This means that creating a new level will be much easier and we can add more levels to the game even after release, possibly, and keep expanding the experience for players over time (connecting new areas to old areas). I would LOVE to have a big sprawling Skyrim style world that constantly expands. That is my goal with this.
- We will then use the procedural generation to generate the interiors of most enterable buildings in the world. There may be a few static ones that aren’t random as well, either because they are special, or because they are small (like a little cottage or something).
- Finally we will have enterable areas, sort of like a “dungeon” if you like, where the entire level will be procedurally generated. The system now has the ability to place multiple floors, so consider this for a second…
You walk up to a skyscraper.
You step inside…
100 floors of procedural horror await you.
Eventually I hope to try my hand at making the system able to generate whole cities. Not on the roadmap just yet, but it is in my long term goals!
So, what do you all think of the plan? Tell us what you think!