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World Assembly

NexusWorldAssembly
Module Name:
NexusWorldAssembly / NWorldAssembly
Initial Release:
0.3.0
Description:
A procedural generation system focused on creating dynamic gameplay-focused spaces.
BP Category:
NEXUS > World Assembly
Area Owner:
@reapazor

Large Generation

info

This area of the framework is under heavy development; it is labeled a Early Access right now. Pretty screenshots with actual content will be a thing sometime. Please review the Roadmap and Milestones to see what's coming in hot (next)!

Frictionless Technical Elegance​

The goal from the start with World Assembly was to create a tool that just makes sense for designers and developers alike. This led to the adoption of a biological nomenclature for many of the parts as, for the most part, people are able to understand the idea or pick it up quite quickly.

  • You make Cells (ULevel) — a defined gameplay space.
  • You add Junctions (USceneComponent) to the Cells — a defined connection point between Cells.
  • You build Tissue definitions (UDataAsset) — A collection of Cells that can be connected, and the rules governing that.
  • You create the Organ(s) (AVolume) — A defined area (or not) you want to assemble, assigning Tissue(s) that will contribute.

Inspiration​

From the awe-inspiring interconnected spaces of Dark Souls to the fast player-responsive generation of Returnal; the goal is to be able to achieve and exceed both pillars, with one piece of tech. Where you can have an outer Organ defining a forest, with numerous encompassed Organ(s) defining the cities, with individual landmarks inside those cities generating their own interiors, all facilitated and parallelized.