Posted February 12, 2025 by Lyam with a Y
I was sent and found myself some tutorials on how to implement procedural content generation for my game. The most simple way to do this is to create a blank blueprint actor for what specifically I want to randomly spawn, in this case, it would be a wall with a painting. I then go to the level blueprint, get the event beginplay graph and connect to the actor blueprint that would set where the paintings would spawn. As a test, i created 4 spots close to each other. On that blueprint, i set the output to a random node and attach to spawnactor, my first test would be a blueprint of a museum wall where saturn devouring his son painting is hung. After some tests, the random spawn works. I will be doing this to 6 paintings, for now I will set the spawn blueprint actors to 4 locations.
I can now properly write about procedurally content generation for my thesis. My focus for the remainder of the week is to create a greybox for my museum level.
I also changed the title of my game to "Masterpiece or Mistake", since the previous title "Paintings, Please" was too close to the game title inspiration "Papers, Please", and because I want the escape method to be a password rather than a trading system.
Masterpiece or Mistake was inspired by the chorus of a song called Masterpiece, by metalcore band Motionless in White.