by Eric Ruts | Jan 24, 2025 | Devlog, Featured
Hey all, We’ve been making some great strides with the continuation of our Procedural Content Generation (PCG) experimenting. This week, it’s all about improving our prop placement system. Specifically, we’ve been adding proper spawners so we no longer have to...
by Eric Ruts | Jan 17, 2025 | Devlog, Featured
Hey all, I hope everyone has been enjoying the PCG related devlogs the last few weeks! We’ve been hard at work continuing development on our world building systems, which can now allow you to set up your own biome variations. Let’s check it out! Foliage Density...
by Eric Ruts | Jan 10, 2025 | Devlog, Featured
Hey all! This week, to complement the spline-based pathing, we’ve been focusing on adding ditches to our Advanced PCG Forest and how they interact with the landscape deformation system. I’m pretty excited about this one since it adds a lot of natural variation to the...
by Eric Ruts | Jan 3, 2025 | Devlog, Featured
Hey all! Today I will share a new addition that we’ve been working on: spline-based paths. It’s something I’ve been wanting to implement for a while to give more control and realism to the landscapes in the game. State of PCG Spline Path Generation One of the big...
by Eric Ruts | Dec 27, 2024 | Devlog, Featured
Hey all! This week, I’ve got some cool updates to share on the spline-based cave generation system that we shared in the devlog the other week. We’ve made some exciting progress by adding two important elements that are really bringing the caves to life—foliage and...