yes that FSM is big, but this is just prototyping stage... once i had it figured i would had put it into multiple FSM's.
wait.. cant you just make the door have a check?
Like.If object in trigger/detector is wall,delete(or seal door)prefab and randomize for new prefab until the trigger/detector hits a door detection?
Maybe even have a "current roll"to store the wrong prefab name so it will narrow down the randomized pool?
yes yes yes. see thats why i said you only need to have the right approach
i was thinking something in lines of that, but i was thinking of doing it with raycasts, and it sounded too complicated.
but a simple trigger should do it! basically at each door enterance on each room, i would have a box trigger, and then some state would check if that door trigger is overlapping with another door trigger, if it is, we are all good and new room can stay. if not, then remove new room and start again. that sounds like good workflow right? or you thought of some better workflow?
i also like the idea of having current roll, so that it narrows down randomized pool, but wouldnt that be like really hard to make? it sure seems so right now.
Also(another edit) you might want to save each prefab in a xml for use with multiplayer/co-op. so that when the procedural level is done building,it can be shared over the net and other players end up with the exact same dungeon?
oh yes i also like this idea, i do not know much about how to make it, but i like the idea.
do you want to know why im doing this?
im basically doing procedural FPS tutorial series. possibly multiplayer too. sort of like something that first wolfenstein 3D game was.
and yes it will be paid, since it will be huge, i reckon atleast 8+ hours of video content.
i plan on having all this stuff in and more, at a rather small price. (under $100)
- procedual rooms and arraymaker implementation
- sliding doors
- enemies AI. as complex as i can make it within playmaker
- AI turret system
- shooting and different types of guns
- health system
- sounds
- statistics (end of level screen)
- saving/loading of the game
- difficulty settings
- saving/loading of generated levels with XVM
- minimap/map?
im also looking for partner with this, since this tutorial series is so huge!