City spawner and helicopter game screenshots

Been working a little on a city spawner script for my helicopter game.
It’s grid based and handles arbitrarily large “city parts” by inspecting colliders and fitting the part into the grid based on a lot of stuff. For example you can set a parameter to control how “flat” the ground needs to be in order for a part to be placable at the location. So you can basically splat a city onto a hilly landscape and it will place houses at appropriate locations.


It also supports a bunch of parameters to controls “neatness” as in how flawed placement the city parts have. Here is a “suburban area” with a high neatness:

And some insane helicopter action:

And the main menu teaser :slight_smile: (the name is temporary…)

A nice view from the hills:
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Very cool! It would be even better if you could somehow implement roads throughout the grid. I think that would make it look much more like a city.

That is fu**in cool!

The first time i ever saw a vista like this was in Grand Theft Auto vice city - after you get the helicopter - i started flying around and realized you could see the whole city - it was a real moment. Now you’re doing it in unity.

Even better, i dindt know you could “stream in” stuff like that via a script or procedurally generate things. Im coming from a pure flash background where you can do anything in actionscript - knowing you can create a script that does this in Unity too is a real inspiration for me - thanks.

When do we get to fly through it ourselves?

what great innovation,i can see this developing into something really big :smile:

Thanks for the encouragement! I will be working on roads yes… not entirely sure how to make it look good… but considering the low-poly buildings I think I can get away with something fairly rudimentary. :slight_smile:

On a side note… does anyone know how to get rid of the Z-fighting flickering after you use CombineChildren?

This is great. I’m a big fan of procedural content, this is exactly the kind of stuff we need more from because as Indy developers we can’t spend months just filling the game world. Without procedural content, we’ll always be limited to small games.

Amazing work, dude. Really. As mentioned before, once you implement roads, the city would be very cool.

Hey, am i wrong, or you’re doing something like Desert Strike for SNES? If so, i’m a fan of the project right away!

It definitely draws inspiration from Desert Strike. However the gameplay will be a bit different… more RPG elements but not as involved story, since it is a one-man indie project at the moment.

More to come. :slight_smile:

Well, it’s something:


Hi man,

Is a great Work :shock: , I want to see the helicopter in action.

The street can be the same sand but more clear, like a town. Is rare to see paved roads in the middle of the desert. And the roads are too rect, please put some curves.

Very Nice. :wink:

Looks good to me.

@Angel: I disagree about deserts not having paved roads.


I think having some dust blown edges would do wonders for the road. Nice work!

Cool!

On the subject of z-flickering, have you tried setting your camera’s near clip plane as far as possible?

Yep, my frustum is quite shallow… this is some other problem where the CombineChildren script seems generate multiple redundant triangles or something.

Hmm - afraid I haven’t run into that before.

If redundant triangles are being generated, you should be able to detect them in the graphics statistics panel by comparing your scene with and without using CombineChildren.

I agree, and kill the yellow and white lines. In hot environments they usually get bleached out anyway.

really nice work so far :wink: and what more you can do, it’s to make the buildings to automatically find the ground under them, and to place them self on it. You can make it thru “Awake” function :wink: