Welcome to SOS: Atlas. Our goal is to make a FPS game that lets you fight in procedural generated levels. You will need to travel from mission to mission saving survivors from dark magic evil robots called the Gorkrun.
Funny you are the first to ask that question, part of the system is actually based on Rama’s plugin, the one that you help contributed with:)
I used material to generate noise that resemble a landscape, and then render capture it and use Rama’s “get pixels” to create vertices for procedural meshes. I should thank Rama and you for this.
@Gentleman72 - It does generate a completely different level, including the terrain and foliage. Basically, I can use noise in material to create any landscape I want, but the trick is to make it looks like a landscape. Here is an example of the material:
My experiecen is that outdoors FPS is generally less exciting than building-style FPS, and procedurally-generated levels are generally less well balanced (and have less well-designed features) than custom terrain.
I’m not saying you can’t succeed, what I’m saying is that I’m super curious about what your ideas are about solving/fixing those challenges!
That was something that we came across during our run with the combat mechanic. We ended up modelling few ruins (for our dark magic evil robots) and spaceship wreckage (for your friendly survivors) that will spawn in the map follow by a few predetermined rules, so it’s something that is going to look like this:
For the sake of AI and navmesh, these ruins are probably not going to have as much randomness as the terrain, but their placements will be random with a few exceptions, like a highly guarded area at the center for example. Still a lot of fixes needed though, we are always trying to find the right balance between randomness and fun!
The last few days has been a hectic schedule, but we are all still working on this!
We are finalizing the terrain generation right now, meaning we are moving it away from blueprint to make it more efficient in code. The biggest problem now seems to be the collision generation for procedural mesh. A 1km sq mesh takes about 9sec, but we will try to make that less.
For now, we are trying different ways to make the ruins feel right, making use of more vertical levels and potentially dungeons! I will try to make a video once the other models are in.