For this game, we are going to work with a completely new technique. Itβs new to the engine and new to us. π² And it involves trees!
We want to use Unrealβs Procedural Content Generation (PCG) system. This means the content is generated based on a set of rules and nodes rather than being made by hand. It allows developers to create complex assets like landscapes, buildings, and entire worlds by connecting different nodes in a graph that define the generation process.
Our goal is to use this technique to create a few selected areas that are unique for each player and might even change in-game while youβre playing! π
For example, imagine running through a forest, finding your way through it, and then returning later to see that it looks completely different and is filled with new things to find and explore!
The progress so far hasnβt been smooth or as simple as following a tutorial. But weβre putting a lot of time and effort into it because we really want this to work. And if it does, youβre going to experience something truly amazing when you play it! π²β€οΈ
Happy Friyay demons!