Saturday, May 24, 2014

CityScaper! - and about the blog.

So CityScaper is a big deal for me right now, this could be a big break, or a little one that's just as welcome, either way I'm breathing a little easier with it out now. I'm very anxious and excited to get to work on updating it and communicating with clients. It's a win-win situation really. I get QA and profit, they get a great tool and service to match. Check it out on the Asset Store now if you have need for procedural generated cities.

CityScaper on the Unity Asset Store
The Interface



Results of the CityScaper with only 7 models entered
This script only uses meshes you input, giving you freedom over the aesthetic outcome. Combine this with the libnoise variables that are exposed, and you can create city scenes on the fly that are incredibly varied in only a moment, just quick enough to squeeze it in your load sequences. Now all you have to do is model the buildings, place them in this script, and modify a few variables until you get the city you like. From there you can generate it directly into the scene during the game, or save it in Unity's editor and start detailing an already detailed and interesting city. The more buildings you add, the more interesting the city becomes, and you can keep making gameobjects with new city types. This is my baby right now, but I plan on having quite a few more ... bad metaphor?

Here's a little tutorial on using the CityScaper, don't watch if you aren't interested in picking it up, I'm afraid the sound quality is quite rough at the moment, we plan on replacing it asap.




As for the blog, I plan on taking this blog not only through my own experiences, but through the processes I learn along the way, so expect the next couple of entries might be tutorials for programs you've been dying to get the hang of. Unity, of course, will be central across that theme.

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