To recap: The goal of this project is to generate something like an immersive sim shooter level. This means designing a level, building the rooms, and “furnishing” those rooms. I don’t know what furniture we’re going to use and to a certain extent it doesn’t matter. We just need to prove that we could fill the rooms with whatever the game calls for, and the furniture needs to be placed in a way that makes sense.
The Star Trek Enterprise might have a Captain’s chair, beds, a warp core, and an ice cream machineOh, you’ve never seen the Trek Ice Cream machine? Watch the episode where someone uses the toilet. The ice cream is right next door to that., but we shouldn’t see them all next to each other. A fridge doesn’t make sense in the middle of the room and the captain’s chair doesn’t make sense in the corner. My program needs to be able make this logic work without resorting to premade room layouts.
In addition, we need lighting that works within some reasonable performance constraints. The world needs coherent collision detection so the player doesn’t fall out of the level or get stuck on invisible walls. It needs to be possible for an AI to navigate the space, even if we don’t add proper shooter combat mechanics or proper enemy AI.
Continue reading 〉〉 “Project Bug Hunt #2: Let’s Build Some Walls”
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