I Made a Cyberpunk City using Procedural Generation

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This is the final devlog of our month long game challenge, and for the last week I needed a proper city, now I could spend 5 hours placing it by hand, or 12 hours coding a system to generate the terrain, and since Im luckily to bad at math, Ill teach you (wildly oversimplify) how I generated it using Wave Function Collapse and if you keep watching Ill let you know how you can get the code to do this yourself. All code from this project: https://github.com/TJGameDev/NeonRogue Itch.io download: https://goat-hill-games.itch.io/rogue-neon Check out the Synty store by using my affiliate link to support the channel! https://syntystore.com?ref:TJ Twitter: https://twitter.com/TJGameDev Music in order of play - jump man 93 - bruh: https://www.youtube.com/watch?v=5mwlU71S7TA Evan King - Lets Go! https://www.youtube.com/channel/UCT1ZkP03V18LmOj8zbyP-Dw? https://contextsensitive.bandcamp.com/ HOME - Head First: https://youtu.be/sh0XvRSppeQ About me - Hi I'm TJ, a developer who is passionate about learning gamedev. I primarily develop games on the unity platform using C# but any code is fair game. I’m still learning a lot but hope you’ll enjoy my Software Used - Unity Version: 2021.1.22f1 Visual Studio Code: https://code.visualstudio.com/ Adobe Premiere Pro: https://www.adobe.com/products/premier Adobe Photoshop: https://www.adobe.com/products/photoshop PC Specs - NVIDIA GeForce RTX 3080 AMD Ryzen 7 2700x 32GB RAM Way too much caffeine #wavefunctioncollapse #unity3d #indiedev #gamedev #indiegame #gamedevelopment #devlog #madewithunity #indiedev
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I Made a Cyberpunk City using Procedural Generation