Procedural generation, one of my favourite subjects.
My end-of-degree thesis consisted on a strategy game where you must build a colony while multiple events try to stop you. I learnt a lot. While I was working as Full Stack Developer in Indizen I had to make this project. In my free time I research about Unity losting myself on documentation and formulas.
With this project I really learnt what scope means for a game.
Developed with Unity.
Custom procedural terrain generation with Perlin Noise.
Random seeds.
Merge of meshes.
Voxel style generation.
Custom procedural resource generation.
Environmental assets generation.
Gold resources.
Stone resourcers.
Building System.
Farm.
House
Storage.
Custom Day night cycle.
Custom navigation system for workes (yellow cubes).
Events system linked to external database.
UI/UX implementation, logic and assets.
Menus.
HUD.
Worker selector.