Difference between revisions of "ProD"
Line 19: | Line 19: | ||
The package also includes several utilities, commonly used in rogue-likes. This includes a turn based movement system, a top-down camera system and in future versions a customisable Fog of War / Field of View system. Those utilities are designed to be ready to use for rogue-like developers, but can be adapted and modified easily for individual use-cases. | The package also includes several utilities, commonly used in rogue-likes. This includes a turn based movement system, a top-down camera system and in future versions a customisable Fog of War / Field of View system. Those utilities are designed to be ready to use for rogue-like developers, but can be adapted and modified easily for individual use-cases. | ||
[[Image:ProD4.0Leaked.png|frame|Preview of the example Scene in ProD 4.0]] |
Revision as of 09:51, 21 August 2014
ProD is a versatile tool, capable of making procedural generated 2D maps.
The Unity package was intended to be a base system for those who were interested in making rogue-likes and dungeon crawlers, yet ProD is capable of use for all sorts of games and applications. ProD supplies you with several scripts that help you create procedurally generated environments using a two dimensional grid system. The package is designed with rogue-like development in mind and has the means to support both retrostyle dungeon crawlers and contemporary rogue-likes together.
Structure
The main components of ProD are the MethodLibrary and the Materializer.
The MethodLibrary provides over 30 different methods to create and customize procedural worlds. There are multiple example Generators included, which use these methods to produce various maps, each with their own distinctive features. Ranging from rocky hills and sinuous caverns to winding dungeons and shattered ruins, these generators provide a good base for games and act simultaneously as a template to create own compositions.
The Materializer is the tool to instantiate these maps. This allows the user to be in full control of the visual representation of the tiles. He can individually design walls, paths, doors and every other type of tiles he choose to have in his maps. Remarkable is the orientation system, which allows to differentiate straight walls, corners, crossroads on paths, etc. In upcoming versions, the player will also be able to choose the orientation of the whole map, allowing to use Unity's build-in physic system either for top-down or side-scroller games.
The package also includes several utilities, commonly used in rogue-likes. This includes a turn based movement system, a top-down camera system and in future versions a customisable Fog of War / Field of View system. Those utilities are designed to be ready to use for rogue-like developers, but can be adapted and modified easily for individual use-cases.