A lot has happened on The Bug Squad over the past few months and I’m quite happy about the progress so far. Here’s how things look:
My original plan was to aim for an arcade gameplay built on top of procedural levels and hordes of monsters, but I gradually pivoted to a more story-driven experience. This gave me the perfect excuse to go back doing level design work (which I haven’t done in ages) and also allowed me to code a quest system (which I’ve never done before).
Procedural generation tests
I still made some quick tests with procedural generation and with Poisson Disk Sampling in particular. The algorithm is effective at procedurally placing objects such as monsters, objectives, decorations, etc. I’ve tried to use it to generate lumps of terrain as well.
My implementation is based on this one and could be expanded to use disks of different sizes to make the object distribution more interesting. I have to say Unity is really good to make quick tests thanks to C# and the OnDrawGizmos
event for debug visualization.