If I May Speak Procedurally, Sir: Building The British Countryside Generator

We’re making our open-world game Sir, You Are Being Hunted using some procedural techniques. The most important of these generates the environment from raw scenery materials. This post details a little about how that process works.

The British Countryside Generator, as we’re calling it, is our procedural world engine for Sir You are Being Hunted. It’s plugged into Unity, which we are using as our overall development toolbox. It’s still a work in progress, but already delivers much of what we want for our game world, without us having to hand-place environmental features, as you might in traditional level editing. You can see some examples of the environments produced by our system here and here. (Continued below)
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Middleware/Muddleware: Unity-Based Stuff That We’ve Been Using To Make Development Easier And More Interesting

With Sir, we’re leveraging, or in some cases planning to leverage, a fair bit of middleware. But let’s be clear: By middleware I don’t necessarily just mean full blown systems like Speedtree and Scaleform (neither of which we could afford to use anyway), but also all the smaller bits of tech and code libraries we haven’t completely written ourselves from scratch. Basically, this post is about a bunch of cool stuff we’re putting into Sir, and “middleware” seemed as good a catchall as any. Read on if you want to see some Cool Things that go into the weft and weave of tweedpunk.

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