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Devlog, House & Platform Tools

Hey everyone! Welcome to our first devlog plublished on Steam! This is actually devlog #15, so if you want to read our previous ones, join our community discord! https://discord.gg/9dGM4GT86A In this weekly devlog we talk about our level design tools and how we make and use them! Lately Ive been spending time on different Houdini tools, which we implement in our level workflow. The two tools which have received the most attention recently are our house tool and our platform tool. Which both work in a similar fashion, the user of the tool simply adds boxes to the scene, adds the tool to the boxes and then uses the parameters provided by the tool. Houdini Engine is a plugin which allows you to package a node network from Houdini, expose desired parameters and then bring it over to another software, in the case Unreal Engine. Since the cooking and simulation is handled by Houdini it allows us to use a lot more solvers, functions and methods that wouldnt be possible in Unreal.

A scene comparison before and after adding the house & platform tools The House Tool Our house tool creates traditional Swedish cabins by using boxes. It creates both an interior and an exterior with many parameters and settings. For example, wall color, wallpapers, doors, room sizes and seeds for randomization. There's also support for additional details, like adding roof tiles, flower boxes, porches, balconies and antennas! These tools can of course be used while still being in development, thats one of the great things about them. For example a level designer could build a town with the tool, and when I later on add additional details and parameters in the tool, they simply have to click a button for all houses to update.
Houdini also provides a live-sync feature between Unreal and Houdini, which allows me to see the result in the game engine while working in a different software. This helps a lot to troubleshoot and to find the causes for specific errors.
The house tool node tree The house tool is still a work in progress, there are many things which Id like to add in the future. Interior furnishing based on room types, ladders, additional roof details. Also more options for wear and broken houses! One feature Im currently working with is a system to categorize rooms into types (living room, kitchen, etc) and then populate them with propriate furniture accordingly. Fortunately, Houdini doesnt require you to model everything procedurally in Houdini. By using points with certain attributes you can tell Unreal Engine to place any model, blueprint or actor in your desired way. So by having a library of assets made in for example Blender or from asset packs, we can use those together with the tool! For example, the doors placed by the tool are fully functional blueprints made by our programmers.

Another useful technique is to add tools to other tools. What I mean with this is that you implement a tool network into another tool network, and then expose only the relevant parameters of the added underlying tool in the main tool. If that sounded a bit confusing, heres an example.
These antennas are generated with another Houdini tool, where you can control things like height, seed and cables. Since all tools are just a set of nodes, I can package those nodes and add them to the house generator network! Lets say the antennas had a parameter for a ground attachment, I could now choose to not expose that parameter in the House tool, since I know that theyll only be placed on roofs.
Here are some variations of possible outcomes. Its quite easy to get lost if you make the house too large and the rooms too small!
The Platform Tool The other tool Ill talk about is our platform tool. This tool works a bit as a gray box replacer. Often while designing a level you start with gray cubes and primitive shapes to block out a level, to later replace with more detailed geometry. We utilize these shapes to generate platforms, stairs and other things. This means that we dont have to spend as much time decorating and filling out a scene, instead we can have platforms as a base and then add more detail to them.
Working with procedural tools also means that I can add details, assets and other things to the platforms and then our level designer can simply press recook and everything will be updated, without having to redo a single thing.
With Houdini Engine you also have the possibility to create collisions, which is very useful for this tool. Lastly, the following picture is a small breakdown of how the stairs are created in this tool. The walls, panels, railings are created in a similar fashion of breaking something out, modifying it and merging it back in.
This concludes this week's devlog! Hopefully youve found it somewhat interesting to get a bit of insight to our workflow with tools! Until next time!


[ 2022-10-13 16:37:24 CET ] [ Original post ]



Mechanical Sunset
Gumlin Games
  • Developer

  • Gumlin Games
  • Publisher

  • 1970-01-01
  • Release

  • Action Indie Strategy Casual Adventure Simulation F2P Sports MMO Racing Singleplayer Multiplayer Coop EA
  • Tags

  • Game News Posts 11  
    🎹🖱️Keyboard + Mouse
    🕹️ Partial Controller Support
    🎮 Full Controller Support
  • Controls

  • No user reviews

    (0 reviews)


  • Review Score

  • https://www.gumlin.com/
  • Website

  • https://store.steampowered.com/app/1946760 
  • Steam Store

  • a Restless wanderer

    The City of Machines wanders restless through the barren wastes. Here, everything is machines; even the inhabitants. Ever onward, the City chases Optimum: the last, fleeting oasis of time left in the world.


    However, A New Threat Looms On the Horizon.

    a Mechanical Puzzle Adventure

    Mechanical Sunset is a mechanical puzzle adventure. In the game, the player will get the chance to explore The Wandering City of Machines; a place its robotic inhabitants have made home. This is a bizarre place where the warm, inviting lights of a cabin mingles with heavy machinery, cascades of sparks, and forests of wire and pipe.




    On their way through the metal jungle, the player will have to learn to operate the aging machinery; buttons, levers, gauges and lights guide you as you awaken the slumbering leviathan.

    Features

    • Navigate through the bizarre and unfamiliar world of the Walking City of Machines, where
      mechanical meets countryside comfort.
    • Encounter obstacles that must be overcome by learning to operate large and unfamiliar machinery.
    • Learn to interpret what the machines are telling you by reading indicator lights and gauges;
      connected to accurately physics-simulated components.
    • Manipulate the world around you using old, analogue control panels. Satisfying buttons and
      chunky levers are your means to get the old machines running again.
      • Careful: the inattentive player may end up breaking the machinery and have to rely on
        alternative solutions to get what/where they want.
    • Talk to the interesting robotic lifeforms around the City.
      • Discover their Wishes, Dreams, and Ideals.
      • Help them With their Tasks – Or Don’t.
      • Ask them for help with puzzles that you can’t crack on your own.
    • Discover the truth behind the temporal apocalypse.
      • Time is freezing, and it is up to the player to figure out why, and how to stop it.



    This is a game for people who like pressing buttons.
    GAMEBILLET

    [ 5951 ]

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