New demo after a huge overhaul
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The old version was using cube prefabs and I decided I wanted to use procedural mesh generation instead, so... voxels? This prompted me to pretty much rewrite everything. While not shown in the demo here, the voxel size can be scaled. Room size is in voxels and dungeon size is in rooms. I want to go into this a bit more, but I am extremely tired. lol. It's been something like a twenty-hour day.
The nav-mesh is procedurally generated and linked for each room. The encounters you see (text everywhere that doesn't do anything) are spawned following some rules. Enemies encounters should never spawn in start or goal rooms. Non-enemy encounters prefer dead end rooms but bend the rules when needed. Start and end rooms are not included as dead ends even when they are a dead end, so no encounters should be spawning in the goal or start room.
No combat yet. Sorry. I want to get the optional ceiling working again next and then I think I can work on making a demo with combat to show that the nav mesh is baking correctly and the walls obstruct perception. I do want to include basic combat mechanics and ai with the Unity package, but I also want to try it with some of the kits I have like Top-Down Engine and Game Creator 2. I just can't include them in a unity package.
Files
Get Voxel Dungeon Generator
Voxel Dungeon Generator
Status | In development |
Author | Bellok |
Tags | Dungeon Crawler, Walking simulator |
More posts
- Reflection probes and simple lighting6 days ago
- Some QOL updates6 days ago
- Huge WIP...27 days ago
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