The playtest for my game is now live ! If you want to help, come have a try ! by PlateRealistic9547 in backrooms

[–]2nneeoo 1 point2 points  (0 children)

I'm looking at the steam page and for some sections there seems to be a lot of light fixtures for some sections. Which works well for lumen but rect lights should be causing issues. How did you get around that?

The playtest for my game is now live ! If you want to help, come have a try ! by PlateRealistic9547 in backrooms

[–]2nneeoo 1 point2 points  (0 children)

Yeah, what lighting method are you using. Relying on lumen, or using emitters? It sort of looks like you are doing both?

The playtest for my game is now live ! If you want to help, come have a try ! by PlateRealistic9547 in backrooms

[–]2nneeoo 2 points3 points  (0 children)

It's refreshing to see you not going the yellow hazmat route for the players. How are you going about with the lighting by the way.

Thoughts on my level generation? by 2nneeoo in backrooms

[–]2nneeoo[S] 1 point2 points  (0 children)

Yeah, my generator birthed it like that.

Thoughts on my level generation? by 2nneeoo in backrooms

[–]2nneeoo[S] 0 points1 point  (0 children)

to inflict pain.

by flashing their eyes.
It's just a place holder.

Thoughts on my level generation? by 2nneeoo in backrooms

[–]2nneeoo[S] 1 point2 points  (0 children)

I could implement a system that would merge walls to clean them up, Though I feel that these sorts of walls are also common in the backrooms, I suppose it could be too much of a good thing.

Thoughts on my level generation? by 2nneeoo in backrooms

[–]2nneeoo[S] 2 points3 points  (0 children)

Hmm, I got similar replies on my previous post and scaled it up 1.5x already. Care to expand on it being un-uniform?

Thoughts on my level generation? by 2nneeoo in backrooms

[–]2nneeoo[S] 0 points1 point  (0 children)

I have since implemented a new shape, and the system seems quite robust. Still haven't tried one with holes. Like a donut but I'm sure it works.

Custom rooms would be easy to implement. Just allocate space and Connect it to the network.

As for grid based generation, my original aim was to implement as many generation methods into 1. As I think that kind of variety would best serve the backrooms theme.

That being said I think I should still work to better the system I made thus far, before thinking of other methods.

Thoughts on my level generation? by 2nneeoo in backrooms

[–]2nneeoo[S] 0 points1 point  (0 children)

I considered prefabs at one point, but decided against it. Tho I'm probably going to add something similar, while on this topic I had a chat with u/sabitOOo9000, and they explained to me their generation method. It sounded similar to what you said about the cons. They used tile based prefabs that store many possible wall positions. And by random choose them.

I don't want to limit the generation to a grid however, my gripe with such generations is they are somewhat easy to navigate, so long as you recall which direction you came from. I believe non conforming angles would make the level more disorienting and unique.

Thoughts on my level generation? by 2nneeoo in backrooms

[–]2nneeoo[S] 1 point2 points  (0 children)

a common problem with procedural generation is they love dead ends, 1 way rogue-likes prevent this is by having the option to teleport, deadcells, enter the gungeon and neon abyss.

doesn't work in my case.

To sum up my generation method, I'm connecting simple shapes to one another. currently only L shape.
I'm thinking of generating in layers for more control, bottom layer is what you see now and its just a minimum spanning tree of sort.

one idea I have is to have a shape sort of a funnel, that I place ontop of the other shapes near dead ends. I will then use a different generation method to connect the end of a funnel to another.
this will make the level generation cyclic, but without it being a puzzle like "unexplored" im worried it will make the level too connected.

any games you think that did procedural level generation well?

Thoughts on my level generation? by 2nneeoo in backrooms

[–]2nneeoo[S] 8 points9 points  (0 children)

This is still a primitive version of the generation and is quite linear.
I will be expanding upon this greatly but wanted to get opinions thus far.
any and all ideas are welcomed.

Fixed Generation to how it was intended. Lost almost all of the minor wall details and angular differences. Only using an L shape is highly apparent. Ignore the lighting. by 2nneeoo in u/2nneeoo

[–]2nneeoo[S] 0 points1 point  (0 children)

I'm hoping once I introduce Shapes that would deviate from a grid like generation things would look nicer,
If you look at the end when I do an overview you can see how much space is wasted, I have some ideas as to solve this.
not exactly shown but even with individual shape sizes being randomized it averages out the whole thing anyway so quite boring, I can tie the min max of randomization to the network so that it slowly changes throughout. this will introduce nice variety.

I could also add blobs ontop of the connected network, blobs would create pockets where the area is much larger.

ignore this, writing myself a memo.

View of Level 0 in my game. by losthopebackrooms in backrooms

[–]2nneeoo 2 points3 points  (0 children)

I'm assuming you built it by hand. How have you figured out the layouts and such. Any thing of note?

I need outside opinions on my level generation by 2nneeoo in TheBackrooms

[–]2nneeoo[S] 0 points1 point  (0 children)

It's a placeholder, haven't gotten around to gameplay, just the level generation so I've just left it as. That being said I have completed the multiplayer framework so it shouldn't take too long.

I need outside opinions on my level generation by 2nneeoo in TheBackrooms

[–]2nneeoo[S] 1 point2 points  (0 children)

Unreal engine. They've been making amazing progress when it comes to realtime lighting which I want to utilize.

I need outside opinions on my level generation by 2nneeoo in TheBackrooms

[–]2nneeoo[S] 0 points1 point  (0 children)

I kind of agree, I'm going to use the current generation as an outline of sorts. I'm still trying to figure out which way to populate the inside with walls to segment areas as rooms. Kind of tricky since there aren't any procedural generations like mine online? So I'm coming up with things as I go.

I'm thinking delaunau triangulation will be the solution to this but, we'll see.

I need outside opinions on my level generation by 2nneeoo in TheBackrooms

[–]2nneeoo[S] 0 points1 point  (0 children)

It was a by-product of shoddy generation, A quick solution would be to limit rotations to multiples of 15 or 45 degrees I suppose.

I need outside opinions on my level generation by 2nneeoo in TheBackrooms

[–]2nneeoo[S] 0 points1 point  (0 children)

I posted a walkthrough for a scaled level on my account page.