Posts Tagged ‘Procedural Content’

Creating the Rich World

Posted by (twitter: @McDaan)
Saturday, April 27th, 2013 7:01 am

Been messing around with the built-in Terrain engine of Unity, first time I actually did that. Feed it with noise terrains from LibNoise (port for Unity) to get random stuff every time.

Lost way too much time getting the player-controls in though… in the end a rotation-restricted rigidbody attached to the camera will have to do.

Weird Terrains

Todo: generate my own skybox from noise too

Evolver is a game where the point is to explore the randomly generated world.  Exploring the world will allow you to pick up ability points which can then be used to evolve or upgrade your character and make him better at exploring the world.

Here is a link to the game


You may notice the instructions panel is blank, one of more than a few things that didn’t make it off of the list and into the game.
Instructions :
Camera : Mouse (lmb/rmb change how it moves around)
Movement : WASD
Esc/Return : Bring up menus
Special Powers : double press W for dash, Q for Ecolocation
There’s a whole lot more that can be done, but figure it out on your own.


First timer, feeling overwhelmed!

Posted by
Saturday, December 18th, 2010 3:04 pm

I’ve got a vague idea on the story and content for my game, but first I have to make a simple maze generator from scratch. Here’s the debug report from my path making tool, which is the first half of my maze generator.

To the left are the current visuals of my game, which so far comprises of an awesome player controlled circle! Truly a wonder to behold.

Baby steps

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