It's a framework (C#) that can be used to implement layer-based procedural generation that's infinite, deterministic and contextual.
Nobody else have tried/tested it yet - if you're up for taking it for a spin, let me know how it looks; what's clear or confusing, if you think there's low hanging fruit improvements I could make, etc. #ProcGen
Procedurally generated open-world games tend to use "the functional approach" which essentially requires embracing sandbox gameplay.
LayerProcGen points the way towards making open-world procedural games based on "the planning approach" instead, which is normally only seen in "finite space" games such as rogue-likes. #ProcGen
not that the world really needs more computer science conferences, but i keep wondering if there’s appetite for one focused on procedural generation/generative computation, i.e. the union of PCG, generative art, program synthesis, &c.
mostly, it would really help to have a name for this field that people don’t mistake for consisting entirely of text2image statistical models
Everything Procedural Conference 2024 at Breda University is one month away 15-19 April!
Myself and Olly Lawson are going to be there representing Apparance and would love to meet all you like-minded folks. #EverythingProc#BuasGames#ProceduralGeneration#ProcGen#GameDev
LayerProcGen is a framework for layer-based procedural generation that's infinite, deterministic and contextual, that I'll release as open source later this year.
Linear Memory (WIP), variations on a theme... exploring the terrain. Impressed by the resulting complexity, considering the simplicity of the system/setup...
The most interesting thing about it, to me, is the different ways people approach the problem--even with modern AI, you can't get an interesting novel without shaping it with your own ideas.
I've got this really nice light wind loop going on now. The tree sway step is synchronised for all trees regardless of time of creation, but I've slightly offset it based on world X position to make it look like the breeze travels across the screen. There's also a minor variation in sway amount. What do you all think?
In this time of LLMs it's nice to remember that some of us have been getting computers to tell bad stories for decades. Here's my entry for the very first #NaNoGenMo in 2013, a novel called "Aggressive Passive" about a bunch of housemates bickering over who's going to do the chores. You can reload to get a brand new one. #FlashbackFriday#procgenhttps://aaronareed.net/if/NaNoGenMo13/generate.html
Progress
Town Scene proc-gens a grid, including randomly placed stairs tile
Stairs tile is replaced by Stairs Scene
Next: add collider for scene transition to Dungeon
It took 2 days and I'm exhausted BUT thrilled to have procedurally generated farmland😸☀️🌻 this is an environment I've wanted to do for years and it's a big part of creating the #Meadowfell feeling. #Wilderless#openworld#procgen#farms#indiegame
Here's another layer visualization of how I'm using my LayerProcGen framework in my game, trying out the various camera orbit options and visualization toggles I just implemented.
Ultimately I need to be able to record this into an AnimationClip I can edit instead of editing options in real-time. This is ultimately for a video about the LayerProcGen system, and also for use in documentation of it. #ProcGen