I’m not going to dive into hardcore theory behind a procedural generation. With a little bit of googling you can find plenty of articles that describe it much better than I could ever do. Instead, I will focus on practical uses of procedural generation. Stuff like simple landscape generation, use of splines in procedural generation, generating cave systems, etc. I would also like to do some more experimental stuff like generative art. I can’t promise right now, that all that will be covered since I myself don’t exactly know where this series will take me. What I can promise is that I will cover the basics of procedural generation in UE4. I will be coding all examples in C++ since blueprints, in this case, are not exactly readable. However, I will probably make one part on procedural generation in blueprints. Ok, enough talking, let’s get to it.
Last week I participated in Summer UE4 GameJam. Originally I didn’t plan to do anything, but on Friday I got some ideas and started to work on a prototype. During the weekend I realized, that it could actually be a pretty cool game, so I decided to finish it. Obviously, as with every jam, you never manage to finish it. So there are bugs, the gameplay isn’t done and level design needs some work. Despite all that, it was an amazing experience and I learned few new tricks along the way. I was planning to write a post about my process and techniques I used, but since it’s a game jam entry, all the blueprints are a complete mess. However, I plan to revisit some of the stuff I made in this game jam (like the blob physics) and I’ll probably write a separate post about that.
This was my 7th GameJam and a little over two years since my first GameJam. If you want to play my game, you can find it here (download link and instructions).