I’ve modified the roguelike dungeon generator from teh previous post into a system that builds procedural castle-like structures.
It basically fills in the gaps of the dungeon style layout with various tower block items. The system then randomly swops out a number of hard cube edges with customised ‘broken’ ones. It also optimises the mesh by only creating visible surfaces (ie no backfaces for adjoining towers etc) and then combining generated forms into larger more efficient meshes. The texturing is done with another version of my triplanar mapping shaders and the trees are default unity asssets dropped semi-randomly on appropriate surfaces. The whole thing is finally postprocessed through some shaders Ive deliberatley overdriven.















Rune Skovbo Johansen says:
Sweet! Looks great.
Oct 03, 2011, 9:17 amPete says:
This just looks amazing! I take it you’ll be mixing this into the Loadstone procedural world?
Your work has been inspiring me to try something similar, unfortunately as an archaeologist who doesn’t know a damned thing about programing or game creation processes, I feel like I’m trying to create a cut glass masterpiece with a sledgehammer.
Still, if I keep chipping away hopefullly one day I’ll understand what I am doing and creat something almost as awe inspiring as this.
Oct 03, 2011, 6:20 pmLachlan says:
Woah, that’s awesome. I can’t wait to see it in an actual game.
One note though: the HDR filter you seem to be using gives things a black aura, which makes it look like a shader from 5+ years ago. I recommend clamping the output pixel so it can’t become darker than the original color of the pixel.
Oct 03, 2011, 9:40 pmadmin says:
Thanks for the nice comments everyone.
@Pete, programming and making games is a pretty complicated process, but there are lots of different ways to make starting easier. You can get your head into it through level design (using editors for existing games source, unreal etc). Or you can learn programming via simpler entry level systems like processing or flash. Although unity itself is a pretty good beginners programming tool too.
@Lachlan, the filter is a combination of a inverted contrast shader and some edge blurring. You are right that it ‘flattens’ the range somewhat, which is a bit annoying, however I do want to keep the painterly type effect, so perhaps i need to apply some other curves on top, to give it more depth.
Oct 03, 2011, 8:32 amJosh W says:
To give it a bit of feedback, might be good to darken the view for a few seconds after a big fall, then have it fade back to normal.
Scale it to the height of the fall, and apply it to the ui too, and people will wonder if they’ve died for a few seconds after falling, only to have their view come back.
Oct 03, 2011, 7:46 pm