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Dev Diary 2 - Procedural Level Generation 2.0
September 5, 2013 - Rico

Because you are awesome people, I slaved over my desk/lair this week and composed this video with my super amazing programmer art skills.

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ProPlx Feb 5, 2014 @ 3:57pm 
muito bom o game !!!
class101 Sep 7, 2013 @ 5:32am 
that is exactly the type of development games are missing today, if only at Overkill they had guys capable of doing this, PAYDAY 2 would not be so boring at level 100. Because yet with the few maps I'm forced to wait for DLC to get new contents because I know all the rotation they have made of some maps

Well at least they made some things rogue likes, but that is just about few doors, few rooms, nothing that deepest as seen with Rebirth and the video

Keep up the good work guys !
Rico Sep 6, 2013 @ 2:25pm 
We have a lot of options we're looking at for Terrain. I have an in-house solution for procedural terrain already, what I meant about that was mostly working out the details regarding how to piece the world together into a meaningful whole. I could just throw a bunch of procedural buildings on a random patch of terrain, but my main concern is generating a landscape that does the following:

1) Makes sense, visually

2) Has good gameplay

3) Can work together with our planned quest system as well as story requirements.

Generating the actual terrain is the easy part. The hard part is using that terrain in a meaningful way!

Regarding your thoughts on atmosphere, I completely agree. It took some work for us to get to the atmosphere you saw in the video, and we are now working on the sound front of things to really nail the horror elements the way I envision them.
Rico Sep 6, 2013 @ 2:25pm 
In the video there's only about 2 or 3 room variations max. Ideally we want to add more and more.

One thing I didn't mention in the video that I added recently is actually the ability for our artists to specify which particular set of rooms can spawn when connected to another room (which wasn't used at all in the video, so you didn't see it). Meaning that our artists could design, for example, a "morgue area" by specifying things like "always connect morgueRoom2 to morgueRoom1", but the thing is, they don't just specify one specific room, they could specify something like "alwasy connect one of these rooms to morgueRoom1 (morgueRoom1, morgueRoom2, morgueRoom3... etc)

So the system is actually pretty smart and is extremely dynamic. I do mean REALLY dynamic, to the point that I was thinking about how I could use it to generate procedural cities on my drive home from work today (this is something I'm going to experiment with, heh)
Rico Sep 6, 2013 @ 2:25pm 

Yeah I hear you. For Rebirth I ultimately picked procedural generation for certain things in order to increase replayability as well as provide players with a less predictable horror experience. Room variations will keep getting added over time, meaning that the number of possible combinations of rooms will be endless as we add more and more.

TheSniperFan Sep 6, 2013 @ 8:13am 
Sounds really interesting.
As for how far you can go with procedually generated levels:
Have a look at stuff like World-Machine, Terragen, L3DT or the Blender plugin ANT-Landscape. Generating terrains often gives suprerior results opposed to hand made ones. Especially when looking at details like errosion.

With generating buildings on the other hand, the opposite is often the case. It might be because I have some years of experience when it comes to planning buildings, but I notice an "unnatural" layout rather quick.
For everyone in general, you should make sure that the generated buildings aren't confusing to navigate and have enough variety*.

*Not a dungeon crawler like "Let's make a handful of rooms, then copy paste them next to each other ad infinitum". A lot of people really don't enjoy such levels.

Back to the video.
The looks are quite good already. Don't forget that the atmosphere is 20% graphics, 30% sound and 50% pacing. ;-)

I'll be looking forward to future updates.
Artuurs Sep 6, 2013 @ 6:34am 
Amazing... very good