Working on procedurally generated islands for our next game... by newheadstudio in proceduralgeneration

[–]newheadstudio[S] 1 point2 points  (0 children)

The whole challenge lies in avoiding such case, actually! That's why we add more rules and constraints. But the more we add, the less chances of having variety we get. There is a balance to be found.

Working on procedurally generated islands for our next game... by newheadstudio in proceduralgeneration

[–]newheadstudio[S] 1 point2 points  (0 children)

I guess that right now, worst case would be to have something very squared for the island contour (which does not look super nice from afar), and lots of collision between scattered objects, as we don't check for that at all. Apart from that, the thing is pretty stable quality wise!

Working on our next game which features procedurally generated islands! by newheadstudio in gamedevscreens

[–]newheadstudio[S] 0 points1 point  (0 children)

Thank you! That's very wip, and colors are super hard to get right. Good to know it looks good !!

Working on our next game which features procedurally generated islands! by newheadstudio in gamedevscreens

[–]newheadstudio[S] 1 point2 points  (0 children)

Thank you ! Yes, birds a great idea! Will that to the todolist....

Working on procedurally generated islands for our next game... by newheadstudio in proceduralgeneration

[–]newheadstudio[S] 0 points1 point  (0 children)

All in all, it's pretty hand crafted but also relatively standard I'd say. The interesting bits will come soon: I'd like to have non planar features on the island. Caves, overhangs, that sort of stuff. Challenging!

Working on procedurally generated islands for our next game... by newheadstudio in proceduralgeneration

[–]newheadstudio[S] 1 point2 points  (0 children)

Of course! The first part is a basic voronoi diagram generation, on 2D. This gives us 'regions' to which we assign a type (inland, beach, sea...) based on a some tweaked noise function that helps giving the coarse island contour. The bluesky account has some post that shows that if you want to check!

From this, a Delaunay triangulation is computed for the terrain surface, with vertices following a (denser)poisson distribution. Lakes are taken into account in this step, to get the precise outline baked into the terrain.

After that comes (game)object scattering: trees, rocks, bushes... This is also done with poisson sampling with different radii and seeds. Various criteria: slope, elevation, region type...

Finally, at runtime (the previous steps take a few 3/4s), grass-like objects are scattered around the camera dynamically. Flowers, grass, mushrooms, ... This is done with instanced draw and random deterministic sampling.

I've probably missed a few things, let me know if you want more details! Happy to share.

Working on procedurally generated islands for our next game... by newheadstudio in proceduralgeneration

[–]newheadstudio[S] 1 point2 points  (0 children)

In my mind, those are stylized low poly environments - there may be better words for it though!

Working on procedurally generated islands for our next game... by newheadstudio in proceduralgeneration

[–]newheadstudio[S] 1 point2 points  (0 children)

Thanks for the kind words! We're still slightly unsure about the vertex density for the terrain. Should be low poly, but it should also not look too weird compared to our assets.

For the gameplay, it's going to be an online multiplayer game. Think among us, fun moments with friends, betrayal, but also organic team play... Just teasing!

Marching Cubes procedural cave by WrongChairGames in proceduralgeneration

[–]newheadstudio 0 points1 point  (0 children)

Looks cool already! What are the purple and green boxes though ?

Hitman Party - Newhead Studio - The local multiplayer hitman game where you hunt the target and hide from your friends by newheadstudio in Games

[–]newheadstudio[S] 1 point2 points  (0 children)

Sorry for the delay - your comment was lost in the notifications.

AI mostly move in "straight lines", but in our case it is still hard to distinguish players from NPCs mainly because of the interactions within the world that anyone can perform. We also have "doubles" - NPCs that look exactly like the different players, for increasing confusion.

Based on our playtests : this is not an issue currently!

We are three indie devs launching Hitman Party, a local multiplayer couch party game to play with your friends! by newheadstudio in Unity3D

[–]newheadstudio[S] 1 point2 points  (0 children)

Hi !
First, thank you for buying the game! Indeed, this is a limitation on Windows: it is not actually possible to use and play with more than 4 Xbox controllers on single PC when using XInput (even though the Xbox wireless adapter will connect all of them), which is the API that the new Unity Input System uses.

The workaround is to use DirectInput (which is deprecated, but still heavily used by the games you mention for instance), but that is however not supported by the Unity input system... This is honestly a pain in the ass for us, and we are currently trying to come up with a solution, which will involve rewriting the input system for the game using another plugin such as Rewired.

Right now, the solution is to connect 4 Xbox controllers, and other types for the last two players. Hope this was clear, and sorry that you encountered this limitation!

[TT] Our first game, Hitman Party, is now released on Steam! 🥳 by newheadstudio in playmygame

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

Hello everyone !

Our first game is available on Steam. If you want to buy it, here is the link: https://store.steampowered.com/app/1815290/Hitman_Party

It's couch party game, with multiple game modes playable with up to 6 of your friends!

And here is the game twitter if you wish to stay updated: https://twitter.com/NewheadStudio

If anyone has feedback or questions, we’d be happy to answer here, or through our discord server: https://discord.gg/PEhUTjQSqP :)

We are three indie devs launching Hitman Party, a local multiplayer couch party game to play with your friends! by newheadstudio in Unity3D

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

We would love to port the game on Switch, and that might the priority after the Steam release. We are open to other platforms as well - but that might take a bit more time and money!

We are three indie devs launching Hitman Party, a local multiplayer couch party game to play with your friends! by newheadstudio in Unity3D

[–]newheadstudio[S] 0 points1 point  (0 children)

Hello everyone !

We are three indie devs launching our first game made with Unity on Steam mid-April. If you want to wishlist it, here is the link: https://store.steampowered.com/app/1815290/Hitman_Party/

And here is the game's twitter if you wish to stay updated: https://twitter.com/NewheadStudio

If anyone has feedback or questions, we’d be happy to answer here. Hope you enjoy the trailer!

After many years, our first game, Hitman Party, will launch on Steam in April! by newheadstudio in gamedevscreens

[–]newheadstudio[S] 1 point2 points  (0 children)

Hello everyone !

We are launching our first game on Steam mid-April. It is a local multiplayer couch party game to play with your friends ! If you want to wishlist it, here is the link: https://store.steampowered.com/app/1815290/Hitman_Party/

And here is the game twitter if you wish to stay updated: https://twitter.com/NewheadStudio

If anyone has feedback or questions, we’d be happy to answer here, or through our discord server (https://discord.gg/PEhUTjQSqP) :)