#Procedurally Generated Backrooms
25 messages · Page 1 of 1 (latest)
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!
Is this Verse coded?
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?
are you using scene graphs to generate the rooms ?
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 🙂
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.
make a horror game
with a survival clock
but at different times
it gets harder
the longer you stay alove
*alive
the darker it gets
and the more monsters spawn
and see how long the player can survive
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.
What algorithm did u use?, i usually use backtracking or randomized prim