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Neon Rebel Devlog 1 Procedural City Generation in Unity, With Interiors.

Procedural Generation in Unity

CLICK HERE for more info on Neon Rebel and the development

In this installment of the devlog, I just basically go over the basic concept of Neon rebel being that the main focus will be procedural generation from a design standpoint. Instead of relying on noise to generate terrain and the environment around the player, I’ll be implementing a system I like to call, “Controlled Procedural Generation”. This will make the cities and other environments feel much more alive and much more likely to appear as if they were in fact designed and placed there for a reason. I’m incredibly excited about how smooth things are going and super happy about the response from peer reviews. I know what you see on screen isn’t as impressive, but when people play with what I have, their eyes light up and the suggestions start coming out fast. That is why I decided to maybe share this project this early.

CLICK HERE for more info on Neon Rebel and the development

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