Progress Update 7/8/20


Hello! Time for a progress update!

Most of my time this summer has been spent trying to learn and understand procedural generation in Unreal, and I think I finally have a decent grasp on it.  I'm using Unreal engine level streaming to spawn pre-made rooms into random paths. The rooms spawn relative to the most recently spawned room. To prevent rooms from spawning into each other the blueprints do a quick collision check  to check in all directions to make sure that there is nothing in there way. Once the main path as been built, the level will pick a random room, check if there's any available pathways and make a new pathway of rooms there. 

 There's still a lot of work that needs to be done, but I'm able to start testing out the method I'm using with more complex rooms and architecture that actually resembles gameplay arenas.

Not only that but I believe I've been able to improve the performance just a bit, some specific rooms experienced extreme frame drops especially when AI was involved. ( I pretty much just fixed the nav mesh volume in unreal. I figured out that making one big nav mesh over the whole level was really draining for the game)

Not only that but there have also been a slew of bug fixes! These range from enemy AI, guns, projectiles, to just random bugs.

The gameplan for the next update is too have randomly generated levels playable (in whitebox form), concept art for a starting HUB area, and perhaps more audio stuff. (Our sound designer is going to implement wiise into the game soon)

Files

NecroCore_7_7_20.zip 831 MB
Jul 08, 2020

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