Procedurally generated content in Sir, You Are Being Hunted
summary
Procedural systems generate five 1km² islands (about five islands total) with roughly 25 region types and up to six villages per island using Unity, a Voronoi dual graph for voronoi cell regions, hybrid fractal heightmaps plus erosion, and triplanar shaders for triplanar texturing. Geometry gets combined per region and saved to disk for batching; pathfinding uses A on simplified colliders and a resolution compromise. NPCs use a finite-state AI with audio/visual triggers*, producing emergent hunts. Kickstarter funding doubled the target, and the system runs and plays as intended.
AI-written summary · about
chapters (10)
- 0:00Introduction to the team
- 1:34Benefits of procedural generation
- 5:39Procedural development experiments
- 10:15Game concept and design
- 14:01Technical world construction
- 21:33World variety and unexpected results
- 25:44Artificial intelligence systems
- 34:02Development and Kickstarter
- 37:26Gameplay demonstration
- 43:02Q&A and technical discussion
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