I finally did it! The fully-functional procedural dungeon generation in Source Engine.
The rooms and hallways are procedurally generated based on seed. Currently there are lots of "randomised" elements like enemy/ammo placement, lighting, even player's start position.
Of course, there are tons of improvements to be made. I slapped the chaotic generation of enemies/ammo and props for demonstration purposes.
Made with lots of VScript on MapBase
(might even write a detailed blog on my moddb profi…
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 co…
I decided to start vscripting a whole random level generation system for next passion project.
Currently I've made scripts for generating randomly sized rectangular room, with randomly selected presets of wall/door textures and most importantly a hacky, but working lighting objects like a randomly placed lightbulb.
So far the door works fine(doesn't get stuck after opening) and NPCs have proper collisions(even clientside ragdolls!), the only screwed thing are decals, since flashlights in source…
Flares are supposed to serve as a source of light, but why not use their extreme heat for combat purposes.
Just a new item in upcoming Lost and Damned project.