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View Code? Open in Web Editor NEWA procedural generator for making secret bases.
License: MIT License
A procedural generator for making secret bases.
License: MIT License
Sometimes doors are placed randomly in incorrect places (i.e. in the middle of room), also, sometimes only one side of the door is placed.
Currently the rooms are all layout very evenly with every room interconnected.
Preferably the rooms would randomly sized and in a random layout.
Currently we generate one level. We should add the ability to generate multiple levels.
As a foundation generating random rooms we need to programmatically construct a room (likely made of separate pre-fab walls) and add it to the scene.
It would be pretty cool at add some screen shots of the levels as well as the map bitmaps
The default logging function is tedious to use. It would nice to add simpler logging functions such as:
log_err
log_info
log_warn
etc.
Or so if this sort of thing has already been done (either as a part of the unreal library or something third party).
When playing the game you can't release the mouse from the window. We should add this ability when you press the escape key.
to explore the rooms we'll need a simple movable character.
We can probably just copy and paste the character from the template projects
Currently the windows build compile or package
At the moment Iโm just randomly choosing stuff to do. I should make a project & plan an initial I milestone.
The milestone should be something along the lines of generation of multiple connected levels (divided into different rooms) with perhaps some basic randomised stuff in them (tables, office equipment?)
It might be cool to create a mode where you can step through the generation steps to aid in debugging
Currently the seed configuration is broken.
Also, we should add more configuration (e.g. size of level, number of rooms)
During testing it would be handy to be able to fly around the map rather than use the FPS character
All good open source projects have instructions for how to contribute in a CONTRIBUTING.md file.
Another way to assist in debugging (and it would just be cool) is if we could output the level as an image. This way we could quickly assess any issues and it would give a better understanding of what is happening.
We should try and use blueprints for use with the level generation. This might make it easier when it comes to the 'tweaking' stage when/if we start using noise in our generation.
Plus it might just be cool!
Currently level generation is not complete in the sense that for some seed values it will infinitely generate OR throw an exception
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