Working with Wave Function Collapse in Unreal Engine.

Eternal Mist

Eternal Mist is a real-time tactics game with some RPG elements. Explore a post-apocalyptic fantasy world in which a deadly mist has engulfed almost the entire land, and the survivors huddle in small mountainous areas. Protect these lands from the horrors hiding in the mist!

[previewyoutube=MU-0c_02fxU;full][/previewyoutube] Hi all! Thank you for reading our news about the game. This time we will tell you about how we generate levels for our game. We are planning quite a large number of levels in the game, at least one hundred. The player doesn't have to pass them all. But we need to make them all, and with enough to spare. Manually creating each level is very long, so we decided to use the Wave Function Collapse algorithm to generate them automatically. We create levels in the editor, that is, during the game, there will be no new levels. On the one hand, this reduces the variety. On the other hand, we test and verify each level. Levels are also automatically generated, but we will tell and show this in future news. But we place key objects manually. That is all for today. Thank you for your attention! And finally, some tests of our squad system: [previewyoutube=xCk0gyXJUlo;full][/previewyoutube] But more about that later, too! Don't forget to check out our Reddit channel, there's a lot of interesting stuff there, too: [url=https://www.reddit.com/r/RionixGames/]https://www.reddit.com/r/RionixGames/[/url]