Or mix up the rng chunks with modular chunks, especially for spawns (which would be infinetely random).
I have made this following my original reply, it’s fully random and infinite.
Rn I’m working on biomes (levels) in a procedural way
Or mix up the rng chunks with modular chunks, especially for spawns (which would be infinetely random).
I have made this following my original reply, it’s fully random and infinite.
Rn I’m working on biomes (levels) in a procedural way
Hey, I was scrolling through and just wanted to see if maybe I could get some info on how you did this.
First of all, save chunks on the server when no players are nearby, this is key for making it endless.
The loading and generation are based off the player’s location, which is divided by the global chunks size (I suggest a size of 250+ to make the server less worked up).
Each player character loops their locations and check for chunks around them using the custom chunk grid (position/ChunksSize), if the position doesn’t have a chunk, then it’s generated, otherwise it’s loaded from the server’s folder.
To unload chunks I loop with a more long task.wait() so the server doesn’t get worked up, the chunk checks all players and their location (divided by chunk size).
In my game, 250 studs equals 1 chunk, so the player’s position on the first chunk to ever create in their server would be 0,0,0 until they travel out of the chunk.
The main chunk system is fully done on one script, the generation of stuff inside the chunks (per level) is done with ModuleScripts, but you can still make it into one if you want.
Would I be able to look at any of this? I have a lot of fancy mechanics in my game but its solely the generation that seems to be the problem right now. All credit where you want it, heres my project so far.
Hey, I’m super interested in your game. Please reply to me because I want to ask you about some stuff. You seem to be a great developer.
sure, ask away. Its currently in some development hell but its making progress for sure.
only thing i really have to show for it is a few videos and a model for the next monster
Thanks for replying. And sorry for not responding I had some exams, so I have 3 questions which are 1 how did you make the entity spawn in randomly generated rooms? - 2 how did you make the entity animations, was it from blender or moonanimater or something else because they are super smooth. and last is how you could make a randomly generated level that stops when entering another level, I’ve always had problems with stuff like this, oh and I’m super sorry for asking too
many questions, and if you don’t want to reply to some of them then it’s ok, I’ll be grateful for anything to respond. btw last thing how many years do you have of making games? I only started a month ago you could say I’m a beginner. That’s all thanks.
Oh, I forgot to ask but when is the game coming out? I am hyped for it looks super good from fancy game mechanics to quality, and it’s just AWESOME Hope your game blow’s up.
1 - areas are split by light sources, if there’s not any light it adds it to a list and in the end picks a random place and spawns. from there it will raycast in a random direction to find a corner then place him there.
2 - i made them in the roblox animator :\ no fancy answer to that
3 - placing random rooms infront of one-another, branch paths that dead end, and end the main branch with the elevator. for the more random schizoid generation i just placed down tiles with random walls and had giant areas that deleted all parts within them.
4 - about 8 years. I’ve always had a thing for art but i see a genuine lack in a lot of unique content on roblox so im hoping to fill that void within the next two years.
this game, currently titled WELTER, is in a severe state of development hell as of now. I’m great at sound design, art design, fancy visual programming, all that. Its just the level design. I for the life of me cannot do level design. I currently have polls going out asking for map designers but i seriously suck at map design.
the main reason for this is the fact that it isnt my comfort zone, which is fast paced fps arenas. Every area within welter is aimed towards being realistic indoor environments that have odd aspects to them to keep it feeling alien. Since most of the game is exploration, gathering, and ambience the map design is absolutely crucial to the game’s overall quality.
I’ve made some pretty good backroom maps some are unfinished but looking to finish them. If you want me to send you some photos of the maps I’ve made just tell me. also, the game should not be fast-paced, not the vibe for backroom games. Also how many levels do you want to add to your competition? having more would make the game better. but would come to a cost.
Oh. That probably was hard to make and took some time. But thank’s for telling me I really appreciate you for replying. even tho you told me I would never come to that level of game-making until 20 years from now lol.
little update for you and anyone interested. I’ve managed a generation method that seems to work pretty flawlessly. The only things I have to add is dead-end/locked doors.
First, this is fabulous. First time seeing something like this on Roblox. But I don’t think this idea would be entirely possible is there a way to add zones? Like some places have different styles and textures and some don’t. And if you can add exits it will be much better it would be like level 1 you try to find an exit then levels find an exit to 2,3,4,5, etc. Tbh right now it’s remarkable and one if not the best procedural generation on Roblox! great to see people trying something else than making cartoony stuff for children.
And if you can notify me of new updates I’d like to see this concept on games I have in mind.
Best regards,
WhiteChocolate
way ahead of you man
(1) RANDOM DUNGEON GENERATOR - EASY UNITY TUTORIAL - #1 - YouTube
This video explains the concept of procedural rooms pretty well.
It’s nice if they are all lined up or link in the same spots.
This is excellent work. Reminds me of generating fractals.
Sorry for the necrobump, but may I ask what algorithm was used to make this? You’re like the only person I’ve seen get this far
it looks like wave function collapse or just the dungeonify module