Category: PCG

  • DevLog 14: Crafting Scottish Fields in Game Development

    The latest DevLog discusses the complexities of designing Scottish fields for a railway game. Initial attempts at crafting individual fields proved challenging, leading to the use of procedural content generation (PCG) for efficiency. Key breakthroughs involved managing crops and integrating railway tracks, with plans to refine train mechanics in future updates.

  • DevLog 8 – New PCG approach + Visuals

    Changing my street layout, and starting to give my game some visual character.

  • Devlog 6- Understanding Unreal PCG – Creating a Town

    Continuing my investigations in PCG and slowly getting my town to take shape. After the last devlog, my next step was to get rid of criss-crossing streets. Due to PCGEx helpful nodes, this turned out to be not too bad – once I got my head around the Path x Path Crossings node. I fed…

  • Devlog 5- Understanding Unreal Engine PCG: Creating Dynamic Roads

    Think I’m starting to get my head round some of the PCG (and PCGEx) stuff, however it’s fair to say while I’m getting a handle on the concepts, there is still something of a gap between that and using the right nodes/executing it properly! My starting point was fairly simple. I created a Blueprint that…

  • Devlog 4 – Procedual Generation – Unreal & PCGEx baby steps

    After my progress on PCG last week, I thought I would try and mess about a bit with PCGEx, the free plugin you can get here – https://www.fab.com/listings/3f0bea1c-7406-4441-951b-8b2ca155f624 There are a couple of sets of documentation for it – a newer version currently work in progress. However, I was concerned that there was quite a…