So, a bit more progress. Tried getting into the road making, but that got way more complicated than I have any chance of cracking anytime soon, so I stuck with the building generator and made a completely new one that’s quite a bit smarter. All meshes are still absolute placeholders, but it’s sorta kinda starting to look like dilapidated medieval buildings. I’ve exposed the number of floors and most of the general scaling and material changes as parameters, so with any luck I’m gonna be able to hook that up into some sort of “quarter”-system (like, rich quarters, poor quarters, docks, that kinda thing).
Right now my biggest problem is how to hook something like this into something that generates a coherent village inside one blueprint. Each building in the pic is an instance of the same blueprint, but I suspect just having another blueprint spawn copies of the building-blueprint isn’t the best way to go about it. And the one time I tried, it also absolutely tanked performance once I spawned more than a hundred buildings.
I also started looking a bit into procedural world generation and holy hell am I out of my depth. Ah well. One step at a time.