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Working on Procedural Hex Grid Generation

A topic by Falling Ash Games created Nov 23, 2020 Views: 325
Viewing posts 1 to 1

Started working on my next game, and I've started creating and working on options for procedural generation. I've found that as a solo developer you need to rely on dynamic tools as much as possible to create content otherwise its impossible to provided extended experiences for the time input required.

Its coming along well so far, more scenery is needed and I'm playing around with ideas on what to do to interface with this grid. For example if i wanted to make a hex grid based rpg with a large scale, I'll need to tweak the sizings of the grid so that its reasnoble for a town or landmark to fit on one. If I wanted to make a video game equivalent of something like the boardgame heroscape, then i think something similar to the above, albeit on perhaps a slightly larger scale would work nicely.

Currently I'm focusing on making this generation dynamic and usable regardless of scale so perhaps I can reuse it for projects in the future. Additionally performance is currently a concern as I have made every tile a gameobject with a script that inherets from monobehaviour in unity. For those who arent aware this isnt bueno. Currently with a GTX 2060 super and a i5-6600 I 'm getting around 150 fps in the above 100x100 "grid",  which shrivels down to 45 fps with 250x250 grid. Absolute grid size is an issue.

Anyway, it at least looks good, and since i'll likely be going for some top-down gameplay so occlusion culling should help performance further. We will see what happens.

As with Streets at Midnightthe game will be totally free, and I am aiming for more focus on quality animations and UI in addition to a bit longer playtime.

 Stay tuned.