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Steam News11 November 20223y ago

Working with Wave Function Collapse in Unreal Engine.

Hi all! Thank you for reading our news about the game. This time we will tell you about how we generate levels for our game. We are planning quite a large number of levels in the game, at least one hundred.

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Full Eternal Mist update

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  • Gameplay
addedWe create levels in the editor, that is, during the game, there will be no new levels. On the one hand, this reduces the variety. On the other hand, we test and verify each level.

Eternal Mist changes

addedWe create levels in the editor, that is, during the game, there will be no new levels. On the one hand, this reduces the variety. On the other hand, we test and verify each level.

Hi all!

Thank you for reading our news about the game. This time we will tell you about how we generate levels for our game.

We are planning quite a large number of levels in the game, at least one hundred. The player doesn't have to pass them all. But we need to make them all, and with enough to spare. Manually creating each level is very long, so we decided to use the Wave Function Collapse algorithm to generate them automatically.

We create levels in the editor, that is, during the game, there will be no new levels. On the one hand, this reduces the variety. On the other hand, we test and verify each level.

Levels are also automatically generated, but we will tell and show this in future news. But we place key objects manually.

That is all for today. Thank you for your attention! And finally, some tests of our squad system:

But more about that later, too!

Don't forget to check out our Reddit channel, there's a lot of interesting stuff there, too:

https://www.reddit.com/r/RionixGames/

Source

Steam News / 11 November 2022

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