I’m making a game inspired by Zelda tears of the kingdom it takes two and Hollow Knight in this episode I’ll be explaining how I’m making my procedural world I look at my first enemy and the ability to fly through the sky with the broom let’s get into it So for starters here’s a quick summary of how I got my procedural world looking the way it does I started generating some of this stuff called purlin noise it was looking pretty good then I just slapped the noise values onto the Train’s height map and this looked Terrible so I go to the acid store and find this thing called map magic I originally got the free version which honestly does so much for no cost in literally five seconds I had already accomplished more than my previous attempt which took probably five hours but I wanted roads and biomes and Vegetation so I upgraded to the full paid bundle this is no longer a free solution but it saved me likely a decade of development time I learned the entire package in about a day my notes look like a complete mess I could tidy them up but I fully understand them and That’s all that matters but yeah map magic is pretty much carrying the entire weight with my procedural World on its back I love programming as much as the next person but I want to get onto features like combat and multiplayer and not be stuck on stuff that’s already developed and packaged This stuff used to keep me up at night worrying about how I’d Implement features as complex as procedural roads and biomes but now I’m sleeping pretty sadly since the solution is so good so now I’m doing stuff I never realized I needed like I can just move this Campfire regenerate the train and the textures place that little ground patch underneath and when they have a problem the developer is constantly answering people’s questions and got back to me really quick compared to my last devlog the world is looking pretty different previously I just slapped grass flowers and trees Together and called it a day but now I refined it and feel I have a much more sophisticated environment the biggest thing I ended up doing was making forest sounds I didn’t want to make them up too dense with forestry though since I like being able to drive off-road so I have These open field areas they’re a bit Bland for now but they’ll have landmarks and large enemies in the future I also added some detail to the world I may have went a bit overboard the Train sometimes will form a beach by lakes and at these Lakes there’s water rates They’ll only spawn here and then there’s branches and logs these are set to match the Grand’s rotation so they’re always flat to the surface I also added mushrooms which have a chance of spawning at the base of the Big Trees I hope to add some food picking features So these aren’t just for show I got these big rocks and then made it so vegetation won’t spawn inside those and then I quickly added chests that the environment can spawn randomly then in the forest there’s clearings which will have flowers I hope to do something with These not too sure yet along with those there’s these weed patches that split up the environment a bit and then going through the entire map I made pots to make wandering around less aimless there’s a regular pot for walking and off track roads for the car all of this is procedural and changing The seed will generate a whole new world except the handcrafted sections I talked about these in my last dive Vlog briefly but now I have a good example to show I made a placeholder starting area with a little campfire and a pack which leads to a little house built into a hill this Area is permanent every procedural world has this area and I can make any number of areas like this I could make villages or enemy territories anything really along with this I made it so procedural Parts can’t come through this area and instead made my own path what’s cool is I allowed my handmade parts to connect to the procedural’s path system honestly I didn’t even think of doing any of this until I noticed how easy it is to implement with map Magic so yeah this area will always be here and always have these two patches of Water either side but I left the trees and grass to the procedural System since it wasn’t really necessary for me to hand paint them so this area can still look a bit different for every player except this Little Flower Patch over the house I personally made that now on this Topic some people are beginning to ask why don’t I handcraft the entire map the reason is procedural generation rules tend to look better than what I can do by hand while also being way faster additionally I like the areas and rare objects can be randomized so no one Can pull up one of these stuff you collect will be more unique kinda like these weird balls in astroneer I don’t think they even do anything but it’s awesome when you find one there will be three enemy types humanoid simple and procedurally animated humanoids Unity has the humanoid animation system which Makes animating humanoids quite easy with max ammo and acid packs it’s really accessible simple shapes these require just the easiest animation or none at all I can spice these up with visual effects and particles and then procedure the animated enemies I have some robot ideas that this would make sense to do And I’ve worked with inverse kinematics a lot in the past while I can’t do are enemies with unique rigs that require their own animations I’m hoping if I lean into stuff I can do like unique and interesting enemy mechanics then I should make up for it So I made a new enemy for the game this robot is the basic Troop that will Patrol and guard areas its AI is pretty lacking right now I only implemented a simple detection and then it will begin shooting lasers at you I have been working on the shooting to add some Brains to it so instead of just looking at you and firing which often misses it tracks your velocity and takes its own bullet speed into account so essentially it’s shooting out where it estimates you will be by the time its bullet reaches what you get as a result is the player Often colliding with the bullet as their trajectories meet I also made this sick bullet with two planes it’s a pretty brilliant little thing I came up with by slapping the two planes into a cross section I get this 3D looking laser beam along with this I gave the player the Ability to push enemies back with a new spell and when you knocked him back they’ll rag doll before standing back up I used unity’s basic Ragdoll setting it up is pretty easy you just assign all the bones and it’ll Ragdoll pretty much any humanoid character I set this all up Pretty quick but of course there is one single book which tripled the entire length of time it took to make this feature the enemy would sometimes go in the random Direction I couldn’t make sense of it and after two days I just had to leave it but then one day I was Taking my frustration out on the robot and that’s when I realized the Ragdoll works perfectly when it’s already ragdolling so I did some detective work and realized that the robot was pushing itself when its Ragdoll was turned on this was because the bones were knocking into each other and launching themselves Independently this checkbox right here is not to be trusted its tooltip says it stops collisions but it doesn’t I had to make their physics layer not collide with itself which as a solution was really unsatisfyingly simple and then there was this one last problem sometimes the Ragdoll would do this for Whatever reason character joints can pull on limbs so I had to basically lock them into their joint so they can only rotate not move at first I didn’t think I’d have gun shooting enemies but I did want robots so they’re on team but more importantly there’s loads of shooting animations Available online so it makes things a lot easier the next devlog will be all about spells so if you have any ideas for spells put them in the comments I do value comments and any that I see that have ideas or feedback I screenshot them and add them to a collection and then Lastly I added full flight to the broom I really needed to just move the player around the map quickly so it’s quite simple for now I follow the guide online on how to do airplane movement since that’s all I need there’s only pitch in the auto the role is faked and overlaid On top of the yaw rotation so yeah you can fly around the world there’s loads I want to do with this though like using Mana to go faster or sitting on the Broom so you can have another player sit on the back but it’s hard to balance the Broom without any real enemies or objectives on the map major so I’ll have to progress a bit more before I can come back to it And that’s it if you like my Dev Vlogs please consider subscribing thanks for watching Video Information
This video, titled ‘How I Made a Procedural World FAST – Devlog’, was uploaded by Zaba on 2023-06-23 17:19:20. It has garnered 60612 views and 2919 likes. The duration of the video is 00:08:31 or 511 seconds.
Hey! In my second game devlog, I go through how I’m making my procedurally generated world for my open world game.
Assets I use below!
Twitter: https://twitter.com/zaba_dev Discord: https://discord.gg/eYfqW4KbyJ
Made with the Unity game engine.
Assets (These are affiliate links, no extra charge to you though!): _____________________________________________
Procedural World Generator: MapMagic 2 https://assetstore.unity.com/packages/tools/terrain/mapmagic-2-bundle-178682?aid=1101l7Nmd
Character Shader: Realtoon https://assetstore.unity.com/packages/vfx/shaders/realtoon-an-anime-toon-shader-65518?aid=1101l7Nmd
The Grass: Stylized Grass Shader https://assetstore.unity.com/packages/vfx/shaders/stylized-grass-shader-143830?aid=1101l7Nmd
The Water Shader: Stylized Water 2 https://assetstore.unity.com/packages/vfx/shaders/stylized-water-2-170386?aid=1101l7Nmd
The Vegetation: Toon Fantasy Nature https://assetstore.unity.com/packages/3d/environments/landscapes/toon-fantasy-nature-215197?aid=1101l7Nmd
The Weather System: Cozy Stylized Weather 2 https://assetstore.unity.com/packages/tools/utilities/cozy-stylized-weather-2-230502?aid=1101l7Nmd
The Magic Projectiles: RPG VFX Bundle https://assetstore.unity.com/packages/vfx/particles/spells/rpg-vfx-bundle-133704?aid=1101l7Nmd
For Networking I use Netcode for GameObjects
Chapters: _____________________________________________
00:00 – Intro 00:15 – Procedural Generation Tool 01:05 – MapMagic 01:48 – Environment Changes 03:11 – Handcrafted Section 04:22 – Why Procedural Generation? 04:41 – Enemy Design 05:21 – Enemy Shooting 06:10 – Push Spell Attack 07:48 – Flying 08:25 – Outro
#madewithunity #gamedev #indiegame #gamedevelopment #unity3d #indiedev #devlog #indiedevlog #gamedevlog #unitydevlog
Music Attributions: _____________________________________________
Music from #Uppbeat (free for Creators!): https://uppbeat.io/t/mountaineer/campfire License code: SFFYEBUOPZWG65ZW
Music from #Uppbeat (free for Creators!): https://uppbeat.io/t/avbe/night-in-kyoto License code: AEZBDSC49GNBP8B4
Music from #Uppbeat (free for Creators!): https://uppbeat.io/t/soundroll/forgotten License code: LYM1OW51BLY9EQI9
Music from #Uppbeat (free for Creators!): https://uppbeat.io/t/sky-toes/vroom-vroom-vespa License code: FYXWYD8DAXCBHBGU
Music from #Uppbeat (free for Creators!): https://uppbeat.io/t/kem/lazy-love License code: P8X7DGFYMHIFJ1U2
Let me know – Levi Cafe City https://www.youtube.com/watch?v=WV_VdgzSyDQ
Sky – Levi Cafe City https://www.youtube.com/watch?v=nxX3TIF2J0s