Forum Thread
  Posts  
(UNITY) Procedural generation in multiplayer FPS (Forums : Development Banter : (UNITY) Procedural generation in multiplayer FPS) Locked
Thread Options
Jul 11 2014 Anchor

Hey guys
I'm working on a procedural multiplayer shooter, Its been quite successful so far, after only one week of i have the guts of the procedural generation working, except for some minor rules i need to implement.

Expanding Problem
It does start to take a little while when you start to increase the generation limits (11x11 takes 3 secs). When I start trying to do 100 x 100 it takes over 10 mins and still isn't finished. It also seems to start taking up ram when it gets large enough 200 - 600 mb. I think when I apply some rules to each module load times will decrease by about 1/4 (Eg. Walls can only connect to there walls and corners etc).

Is there a way where I can write maps to disk as maybe an xml file or something more efficient so after the first time loading it the server will be able to load it quickly, perhaps the map could be read back in to the unity game engine so I could enhance popular maps and so.

Gameplay
As it is a ProceduralFPS do you think matches should be longer like an hour long so players become familiar with the map, should i have a shader or some code to show players an outline of corridors up ahead as if like X-ray vision? Any suggestions?

Other than the current problem with load times... (THREAD UPDATE)
I'm planning to make this a simulator for training elite marine squads for storming space stations. The main game mode for this will be an attack and defend the space station command centre. This centre will be reached by capturing various objectives which have an impact on the way the level plays, eventually if the command centre is breached the marines will have to storm and area below the bridge and clear it of defenders before capturing the space station commander in the the centre's bridge.

Just some ideas for how this could progress, but trying not to think to much about it for fear of complicating an already complex enough project. If I get far enough into this I might be releasing some concept art and early screenshots around january.

Hugo1005

Edited by: hugo1005

Jul 11 2014 Anchor

Personally I think you should build the procedural generation around the shooter, and not the shooter around that.

Is it large scale or small? Perhaps it should be an arena shooter? Or if its assault/siege based, make the matches 1hr+

--

Hierarchy - Upcoming RTS/Strategy/Survival/RPG
HIERARCHY

Jul 12 2014 Anchor

Glitch,
The main game mode that i'm thinking of currently is an attack and defend game mode where one team is pitted against each other in medium sized map the attacking team is going to be pushing through a generated space station to the command post capturing objectives that open up new ways to attack the command post, cause an area to loose power, turn off gravity systems etc. It takes about 15 - 20 secs to create a 30 by 30 map, but i reckon i can reduce that once i refine some of my code to maybe half or three quarters of the time. I think if the map is going to be randomly generated every time then i think the best way is what you say and make the matches long.

Hugo1005
Game coming to moddb as in development mid 2015

Reply to thread
click to sign in and post

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.