If you read this blog regularly then you should know that my next game will involve procedurally generated levels.
Well I’ve been working on that a fair bit recently with a specific focus on finding easy ways to add variation to the level art without adding to the generation algorithm.
This means I’ve spent the last week messing about with shaders. Hurrah!
Shaders are awesome because they are really good at procedural content – adding things like dirt, blood, damage etc over the entire level can be done in the shader without it accentuating the square tiles or seeing a repeat in the textures.
It also generates some pretty awesome wallpapers.
Here is a basic floor shader (Click for bigger):
Now here is that same shader but with some procedurally generated dirt:
Some areas of the dungeon are dirtier than others. This is the dirtiest spot I could find but in other areas you just get some scuffing or the cracks between the tiles have just a small amount of dirt accumulated.
So there we go. Shaders are awesome.