New FPS dropped! "Pattern Zero" a strategic shooter where destruction is key to controlling the play space. We're working with Back Pain Games to bring run-time procedural destruction to their game-world. All powered by www.apparance.uk. Reveal: https://www.youtube.com/watch?v=mUMVOdww5E0
#GameDev #ProcGen #Apparance
Pattern Zero | Reveal Trailer

YouTube

Day four in our scene tools building adventure, today is Handles: In-world editing controls for speedy and intuitive level layout, iteration, and tweaking.
📣 Let us know what you'd like to see added to our town building experiment next!

#ProcGen #GameDev #Apparance #UnrealEngine #Kenney

I only have so many hours in a day, I'd love to get back to pushing this pet project forward.

#procedural #unrealengine #screenshotsaturday #gamedev #indiedev #apparance #procgen #leveldesign #technicalgamedesign #techart

Following up on the post from a few days ago. Here's some explanation of what goes on in that logic.

Let's start with a small house. The whole thing started with me trying to split the house into sensibly sized you would find in a house.

The procedure takes a frame (In Apparance a Frame is the equivalent of a 3D volume) and checks the size of a room and decides if a split **SHOULD** happen and if a split **MUST** happen. Additionally, it checks which one is the longest side and only splits there, the reason here is we don't want to end up with a lot of corridors. (I added a screenshot to illustrate that situation).

Once those checks are made, we pick a random location between a Min and a Max Room size.

It does this splitting operation recursively until a room can't split. If a room does not pass that check a wall goes down on the last valid split.

#procgen #procedural #leveldesign #gamedev #virtualworlds #worldbuilding #unrealengine #apparance #technicalart #ScreenshotSaturday

Been quiet on the #Apparance front for a while, busy helping a client build very cool stuff. 🤩 Pictures coming soon...