Game Design Procedural Procworld Real men don't draw buildings

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Real men don't draw buildings

Real men -and women- don't draw buildings, they write them. Why limit yourself to one instance of a building when you could define an entire family?

It turns out writing building grammars is hard, it feels closer to programming. For procedural architecture to take off, creation tools must appeal to artists. All we have now are maddening languages and graph editors. Only a few artists have the skills to make any sense of them. I would like to find a solution for this, but I got nothing so far.

I have created a timelapse video where you can see me creating a grammar from scratch. It is for a family of simple, rustic houses like this one:

This is a rendering of the triangles output by the grammar evaluation. This model has not been altered by hand.
Demohouse.png
Here is the video
VoxelStudio - Creating a house.png


Ideas

  • Example of why we want to use Procedural grammars.
    • Using this method, ShieldKings could enable Hârn style maps of a building that the Player wishes to create, either via an architect template/blueprint, or if they have the Skills, design their own.
      • Creating grammars that include Tiles, Bricks, and other components that are assembled into a grammar set. See Grammar Time


Breakdown of Grammars

List here how a grammar works, into a workflow to create the idea.


Notes