Project Rubi-Ka: Still Around
Evening All,
Portaler here from Project RK. Just wanted to say hello again to the AO community. And share some screenshots of some of our recent developments.
We're currently working on missions. I've been working on rebuilding our mission spawn systems while the real thinkers on the team have been building out our procedural mission generator. It uses all the various room shapes available in the client. Calculates appropriate room rotations (quite a task moving from room, to worldspace mathematically speaking)... and then lays down rooms from door to door, trying room types until it matches a room that does not overlap with another room. It uses only rooms of the same 'template', for example OT office building, caves, etc.
This yields a room structure like the one below... but as any seasoned tech wrecker would tell you.. that's one hell of a mission layout.
The next portion the team is working towards is adding room classifications (corridors, intersection, dead ends, boss rooms, etc). That should improve the overall layout of the mission.
Of course, this is only single level missions. We will still of course need to work on multi-level missions (team).
https://reddit.com/link/17wbc46/video/9blehzymdm0c1/player
Here is an example of an even crazier mission layout.