Machine World Random Generation

To create an out-of-control machine world, procedural generation can provide the necessary chaos to make it look good. The world should have a couple of Legendary buildings(that serve as landmarks and vertical dungeons) that spawn on certain intervals and are surrounded by “lesser” buildings to fill in the gaps. 

An array of legendary building blueprint classes is placed on a grid by a City-Building-Blueprint. These legendary building blueprints include a spawn-prevention-area which creates the distance between them whilst placing them on the grid. These are the massive grey buildings.  

After the legendary buildings are placed, a second array of rare buildings is added to the grid. Due to their inconsistent shapes (not just a square) this process is repeated another time

Finally all the gaps are filled in with 1×1 size buildings so the world is filled. After this, all hitboxes required to make sure buildings stay in the grid are removed.

I am slowly but surely making my blueprint classes without much help from Youtube tutorials. Making clean assets in Blender also proved necessary as my laptop would continually crash when making rather big cities.

This works continues the Machine World Project.

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