Alias City to Art Bot Garden: Un musée d'art généré de manière procédurale
Table of Contents:
- Introduction
- Proc Jam: A Yearly Game Jam Event
- Overview of Procedural Generation
- Alias City to Art Bot Garden: A Procedurally Generated Art Museum
- The Use of Navmesh Components in Unity for Agent Navigation
- Implementing Fun Traversal Mechanics in Alias City to Art Bot Garden
- Procedurally Generating and Placing Objects in the Museum
- Experimenting with Materials in HD RP
- Generating Colors in a Procedural Art Museum
- Adding Photo Taking Mode and Further Enhancements
- Challenges and Future Plans
- Conclusion
🎮 Alias City to Art Bot Garden: A Procedurally Generated Art Museum
Welcome back, mes amis, to another exciting video! Je m'appelle Matt Mira Fish, and in this week's video, I am thrilled to share with you a project I've been working on for Proc Jam. But wait, qu'est-ce que c'est Proc Jam? It is a yearly game jam event that focuses on procedural generation, and it's ending tomorrow on Monday. C'est super laid back and really just about having fun making something unique. As you may know, if you follow this Channel, procedural generation is a topic that greatly interests me, which is why I participate in this jam chaque année. This year, I've been working on a project called Alias City to Art Bot Garden. Venez, let's take a closer look together!
Proc Jam: A Yearly Game Jam Event
Before we dive into the specifics of Alias City to Art Bot Garden, let's take a moment to appreciate Proc Jam. This annual game jam event is a gathering of passionate game developers, both amateurs and professionals, who come together to celebrate and explore the exciting world of procedural generation. Lasting for eight days, Proc Jam provides a platform for individuals to showcase their creativity and ingenuity. The event is known for its relaxed and inclusive atmosphere, fostering a sense of community among participants. The main focus of Proc Jam is to have fun and create something unique using the power of procedural generation techniques.
Overview of Procedural Generation
Procedural generation is a powerful technique used in various fields, including game development, art, and simulation. It involves the use of algorithms and randomization to generate content dynamically, rather than relying on manual creation. This allows for the creation of vast and ever-changing worlds, objects, and experiences. In the context of game development, procedural generation can be used to generate levels, landscapes, characters, and even entire game systems. The possibilities are virtually endless, limited only by the imagination of the developer.
Alias City to Art Bot Garden: A Procedurally Generated Art Museum
Now, let's delve into the exciting world of Alias City to Art Bot Garden! Picture this: an art museum like no other, filled with whimsical and slightly absurd creations. Here, you will encounter rabbits riding on spider robots, giant shiny rabbit sculptures à la Jeff Koons, and a myriad of other intriguing artworks. What makes this art museum truly unique is that it is procedurally generated. Each visit to the museum unveils a different arrangement of exhibits, ensuring a fresh and immersive experience every time.
The Use of Navmesh Components in Unity for Agent Navigation
To bring Alias City to Art Bot Garden to life, I utilized the Navmesh components from the Unity GitHub repository. These components, although not easily discoverable, proved to be an invaluable resource for creating agents that can navigate the procedurally generated environment. With the help of Navmesh, the robot and other bots in the museum can effortlessly traverse the museum space, making their way towards the designated locations to generate artworks. The seamless navigation adds a touch of realism to the overall experience.
Implementing Fun Traversal Mechanics in Alias City to Art Bot Garden
What's a museum visit without some fun traversal mechanics? In Alias City to Art Bot Garden, I wanted to introduce an element of playfulness and exploration. As a player, you have the ability to transform into a ball and zip around the museum, following the bots or simply exploring the exhibits at your own pace. By holding down the shift key, you can experience the thrill of speed and navigate the museum in a unique and exhilarating way.
Procedurally Generating and Placing Objects in the Museum
In Alias City to Art Bot Garden, the bots play a crucial role in procuring and placing objects to create the unique artworks that adorn the museum. By utilizing the power of procedural generation, the bots scatter objects such as onions, fishes, numbers, and dice throughout the museum's various rooms and spaces. This dynamic and ever-evolving placement of objects ensures that every visit to the museum offers a fresh and visually stimulating experience. However, it's essential to note that this is a work in progress, and improvements are being made to optimize performance and enhance the visual appeal.
Experimenting with Materials in HD RP
To push the boundaries of visual aesthetics in Alias City to Art Bot Garden, I decided to experiment with Unity's HD RP (High Definition Render Pipeline). This allowed me to explore advanced material properties such as glowing, reflective, and translucent materials. The combination of these materials, along with Unity's HD RP, resulted in visually stunning artworks that captured the essence of each exhibit. However, I acknowledge that there are still rough edges and glitches that need to be addressed in order to achieve the desired visual fidelity.
Generating Colors in a Procedural Art Museum
In addition to the dynamic placement of objects, Alias City to Art Bot Garden also features procedurally generated colors. As an avid proponent of procedural generation, I dedicated time to experiment with generating vibrant and visually pleasing color palettes. The result is a harmonious Blend of colors, ranging from glowing greens to subtle Hints of pink. The inclusion of procedurally generated colors adds depth and visual interest to each exhibit, inviting visitors to immerse themselves in a world of vibrant artistry.
Adding Photo Taking Mode and Further Enhancements
To enhance the interactive nature of Alias City to Art Bot Garden, I plan to introduce a photo-taking mode. This feature will allow players to capture their favorite exhibits and share them with friends and fellow art enthusiasts. It will provide a means for players to create their own virtual art collections and further engage with the procedurally generated artworks. Additionally, I am constantly working on enhancements and improvements to the overall experience, addressing performance issues, refining materials, and expanding the variety of exhibits within the museum.
Challenges and Future Plans
As with any creative endeavor, Alias City to Art Bot Garden has had its fair share of challenges. Incorporating a substantial amount of assets from the Unity Asset Store presented certain limitations on sharing the source code. However, this allowed me to focus on the intricacies of procedural generation and the overall experience of the museum. Moving forward, I plan to release the build of Alias City to Art Bot Garden on HIO, allowing you to immerse yourself in this whimsical world and experience the magic of procedurally generated art firsthand. I also intend to share detailed videos discussing the development process and the various techniques used, catering to both enthusiasts and those interested in learning about procedural generation.
Conclusion
In conclusion, Alias City to Art Bot Garden is a testament to the creative possibilities offered by procedural generation. It combines the worlds of art and gaming, inviting players to immerse themselves in a visually captivating and ever-changing museum experience. With its whimsical exhibits, fun traversal mechanics, and the use of procedural generation techniques, Alias City to Art Bot Garden offers a unique and immersive journey into the world of art and creativity. So, mes amis, stay tuned for future updates, and remember to embrace the beauty of procedural generation!
Highlights:
- Alias City to Art Bot Garden - A whimsical, procedurally generated art museum
- Navmesh components for seamless agent navigation
- Fun traversal mechanics with the ability to transform into a ball
- Dynamic placement of objects, from onions to fishes to numbers
- Experimenting with materials in Unity's HD RP for visual appeal
- Procedurally generated colors for vibrant and harmonious exhibits
- Future plans to include photo taking mode and release on HIO
- Challenges and the importance of procedural generation in the project
- The immersive and ever-changing nature of Alias City to Art Bot Garden
Frequently Asked Questions (FAQ):
Q: Can I visit Alias City to Art Bot Garden in person?
A: Unfortunately, Alias City to Art Bot Garden is a virtual art museum created for the Proc Jam event. However, you can experience it by downloading the build on HIO.
Q: Can I take pictures of the exhibits in Alias City to Art Bot Garden?
A: Currently, Alias City to Art Bot Garden does not feature a photo-taking mode. However, the developer has plans to introduce this feature in the future, allowing players to capture their favorite exhibits.
Q: Are all the objects in the museum procedurally generated?
A: Yes, the objects in Alias City to Art Bot Garden are generated dynamically using procedural generation techniques. Each visit to the museum offers a unique arrangement of exhibits.
Q: Will there be future updates to improve the visual quality of the exhibits?
A: The developer is continuously working on enhancing Alias City to Art Bot Garden, addressing performance issues, refining materials, and expanding the variety of exhibits. Stay tuned for future updates!
Q: Can I participate in Proc Jam and create my own procedurally generated game?
A: Absolutely! Proc Jam is an inclusive event that welcomes game developers of all levels. It provides a platform for you to showcase your creativity and explore the exciting world of procedural generation.