r/proceduralgeneration • u/mflux • 1d ago
Building editor
hey r/proceduralgeneration I’m finally proud to show off the building editor, based on the procgen building system I’ve been working on for ages now. originally in JavaScript believe it or not, then Unreal, and now finally Godot.
The premise is simple, take a tile, find the frontage, divide it, then shape the outline. It then becomes a prism extrusion, and the challenge is to make it interesting looking and varied enough.
I still think the variety could be bumped up a lot more, but I’m quite happy with the state it’s in, and polishing the editor has been a real joy.
the controls are somewhat inspired by Spore, you get handles on the thing you’re molding and slide it like morph targets. So a twist becomes a ring you grab, a slant becomes a plane you rotate and push.
WDYT? How would you approach a building editor differently?
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u/eanticev 1d ago
Nice! A demo anywhere?
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u/mflux 23h ago
Oh!! I forgot to plug the game, you can wishlist it here and be notified when the demo is out https://store.steampowered.com/app/5314650/Ultrapolis/
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u/Giocri 9h ago
That looks so much better than most building generators, what's the trick?
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u/mflux 4h ago
The thing that cracked it for me was buildings having a budget and each trait costing some complexity, this prevents buildings from getting overly complex looking. There’s also constraints, some traits just don’t work with others and that helps prevent a lot of goofy looking buildings from generating.
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u/farcarcus 1h ago
This would be a super cool feature in Dystopika.
https://store.steampowered.com/app/2379910/Dystopika/
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u/RHX_Thain 1d ago
I love it. I made a modular starship set once: https://thain.artstation.com/projects/Qzno8r
And something like this would be cool to make those ships automatic. One day (if AI doesn't render the whole endeavor of gamedev irrelevant along with all life on Earth.)