Procedural Cities

Procedural City during different times of day.Procedural City CutawayProcedural City Elevated Train

What is the benifit of generating the gameplay environments procedurally?

The core feature of Just Death is the Procedurally Generated Cities. With a feature like this, I can provide the players with almost unlimited gameplay environments, by simply changing the “seed number” used to randomly generate the world, or by changing the simplistic input splines which form the “backbone” or basis for the city generation. See the image below for a visualization of the input and output my technology can produce.

Example input & output of my procedural city generation algorithm.
Procedural City Input & Output

One issue that has plagued procedurally generated environments for the longest time is that they always look “boring”. My solution was to simulate every layer of a city individually with as much detail as possible, to hopefully alleviate the repetition. The static environment details I procedurally generate include: buildings, skyscrapers, roads, sidewalks, intersections, crosswalks, elevated train tracks, alleyways, plazas, parks, fences, traffic lights, street lights, trees, fire hydrants, phone booths, newspaper dispensers, trash bins, dumpsters, garbage bags, paper debris, sewers, vents, utility access panels, and more!

Results of the Procedural City Algorithm