Last week was ProcJam 2015, and as I hinted earlier, I took last month’s Pool game and added procedural generated rules to it! The theory is that it’ll invent new and exciting billiards games, but in practice it mostly just makes a mess. I’ve called it B!lliards and you can play it from the comfort of your web browser for free. A bit of a post-mortem after the break.
Starting today, and lasting for 9 days, is #PROCJAM 2014, a game/software/whatever-jam around “making things that make things”. Procedural generation is something that fascinates me, and a game project I’m planning would rely heavily on generating buildings so that I don’t have to spend forever creating them myself. So, I’ll be endeavouring to write a building generator in Unity. Previously, I wrote a basic system that generates a generic house, but it’s very limited, with no variation:
Wheee, this is fun! 😀 You can now tweak the size, roof angle, and roof overhang. Still veeeery simple, though. http://t.co/JlwMg03P4A
— Sam Atkins (@AtkinsSJ) October 26, 2014
What I’ll be attempting to do is introduce variety through randomness, and creating more interesting buildings with multiple floors, more complex footprints, little details such as windows. And not just houses, but shops, factories, and tower blocks as well. Hopefully I’ll have something cool to show off over the week.