#Procedurally Generated Backrooms

25 messages · Page 1 of 1 (latest)

dire oar
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Well done !

lethal fjord
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Cool man! You're maybe the only other person I've seen so far to attempt this. We made a post a few days ago about doing Procedural Content Generation. Our game is out now, too, if you want to check it out and compare notes. Keen to see what you get up to with this!

neon isle
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Is this Verse coded?

neon isle
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Oh is this like the array of rooms being put on the "exit" of the Main room then being added onto the other rooms on a random "exit" then the open exits that arent within the rooms are closed of?

neon isle
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Oh ok

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that's cool

dusk atlas
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are you using scene graphs to generate the rooms ?

lethal fjord
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Thats awesome! Also doing it with SceneGraph is even cooler as its a bit more of a challenge that way. (Also sorry for the late reply we were off at a conference and busy patching our game). Look forward to what you do next 🙂

cosmic tendon
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hey, i hope you dont mind me asking. how did you implement the rooms themselfs? Did you save them as a prefab? and if so how do you spawn them in realtime because uefn doesnt seem to have a function to spawn prefabs only props.

gray scroll
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i wanna ay this

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*play

gray scroll
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make a horror game

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with a survival clock

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but at different times

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it gets harder

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the longer you stay alove

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*alive

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the darker it gets

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and the more monsters spawn

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and see how long the player can survive

cosmic tendon
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Thanks for the answer! But can you place other props inside the blueprint aswell? Like a player spawner or coins ? I have written a dungeon generator in ue5 before and it seemed so much easier then in uefn.
Only thing i got working in uefn was a blueprint with static mehes and spawn them with verse but without them containing other props.

celest kernel
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What algorithm did u use?, i usually use backtracking or randomized prim

celest kernel
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oh thats it?

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i usually use a algorithm haha

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for more advanced mazes