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Dev Log: Procedural Village Generation

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Procedural generation can take many forms. In Skyclimbers, every aspect of the environment is procedurally generated -- including villages.




    Villages will spawn along roads, and always include three types of buildings.
    At the center of every village is a town hall, followed by a surrounding ring of middle class.
    On the exterior ring of the seed, farm houses and fertile land spawns.




    Domestic Sentius will spawn near villages, in the farm lands.
    These include bovine or sheep like Sentius, they are always Neutra type.
    Sentius inside the village belong to villagers, but you can inherit them through ownership of the village.






    Houses are designated to each tier of the village, and will spawn villagers with roles respective to the building.
    Farmers spawn at the edge, while shop keeps and smiths spawn in the middle.
    Later versions will randomize houses within each tier, along with the town hall.






    Villages will spawn naturally along the landscape, but wild Sentius keep their distance.
    You can find villages in any biome, with be local dynasty-based variations.
    Village generation will override terrain and flatten it within a radius.


[h2]Some features we plan to improve in future versions:[/h2]



    Texture spawn rules
    Terrain flattening near buildings
    Asset proximity
    Slope rulesets
    Building variation


[h2]Until next time, thank you for your continued support as we get closer to the Alpha release. 🤝[/h2]