[WIP] Escape The Maze Survival - Procedural Generated

Hey, this is something I’m still working on however I’m taking a little break from the whole maze gen stuff. (there’s only so long you can start at the same blueprint) Since the last update I was looking at refining the second tier when I ran into a problem.

Performance wise it’s better to have smaller mazes connected together as opposed to one larger maze but this has a few issues. With the way the maze is generated it uses numbered tiles this causes a problem in regards to combining smaller grids to make larger ones. This is needed to make sure there’s no seam between the different maze blueprints. Converting the tile indexes of a small grid to that of a larger one is some what confusing. I think I’ve just about figured it out but not got round to testing it. Below is a picture to explain what I mean. Top number is the small grid index and the bottom number is the large grid index. I think the equation is right lol.

Gaps appear near the edges where the mazes join which isn’t avoidable with the current system I use. The overall plan is to have one master blueprint that contains (thanks to 4.7) the maze gene blueprint (with tweaks) that generates the small parts of the maze and then passes it onto the master blueprint. I can then use the master blueprint to spawn in the instances which would then allow walls at the seams to display the correct meshes and form correctly. This will also help reduce (if not eliminate) any overlapping meshes. One step at a time though lol.

This process is a must to allow for a better second tier as I wont have to deal with boarders which kinda mess things up a little. :confused:

Recently however I’ve been working on an inventory system which I guess any survival games needs so I may as well show you a screenshot. :stuck_out_tongue: Not sure if the look will remain the same for this project but I guess it would fit the style.

The inventory system is a simple press E to pick up type of system. Thus far I have the display working as well as item stacking (which can be disabled). My next step is to set it up to allow the player to rearrange the inventory as they like as well as adding a method of using the items. I’m currently trying to make it flexible so the same system could be used for things like chests and barrels.