Hello Devforum, I’ve once again come here to ask for help since there has been no knowledge of it I can find anywhere else that isn’t outdated.
I’m trying to make a sort of backrooms like game and I wanted to make it different in the way that it generates randomly (to a limit) and copies little nodes of squares each time you join so there is no clear exit, but I do want there to be a chance that an exit can spawn somewhere.
I’m completely unsure on where I would even start on this and I was hoping someone could show me how.
The backrooms (level 0) is pretty much a maze with some more empty spots, so you can use some modified maze generation algorithms
I made one with wave function collapse procedural generation, but having this generate the same between clients would be challenging because it generates based on the tiles that are already there. This one is really good because it allows you to create your own tiles, so you could make rare biomes or anomalies which I think is amazing for a backrooms game
Some levels are much easier to procedurally generate, like the pipe dream level is just the same scene repeated infinite times
Generally, to procedurally generate anything, always make use of part/model caching with something like ObjectCache to get the highest performance
Clients are usually responsible for generating their own part of the map, and you can use a server seed to have consistent random generation among clients