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Second part of this devlog about trying to do Procedurally Generated Dungeons in Source Engine. The scripts can generate "any" amount of rooms in a fixed area. Rooms are made sure to spawn not too far from each other and that they're not overlapping other rooms. Each room has its own ID and they're spawned pretty close to make sure the hallway-connection system works more correctly. The most interesting part here are the green lines which indicate where the hallways will spawn in future, to connect all rooms. They will be either straightforward in single line or L-shaped. Also I tried to minimize the amount of entrances to each room. Might improve the algorithm a bit more idk. After I finish the system for corridor/hallway spawning, I will start optimising the entity count and make another system for dynamically unloading non-visible brushes to free edicts and lower the probability of crash. Music: Yakuza 4 OST - Geist Obscuration

alyxpog2
Aynekko
Aynekko
May 22, 2023

I was waiting when you connect the tunnels :D But really this is amazing

SellFace
SellFace
May 22, 2023

I already almost made the tunnels build themselves, but now I need to refine the connection process so that the tunnels won't intersect rooms in between ones they needs to connect. Already have an idea of doing it. Then I'll make some quick optimization, replace brushes with models and that's gonna be it for basic stage

Nii
Nii
May 21, 2023

This is pretty cool!