Beta v1 on the way!


The Backrooms Project: Luminosity PCG Update and Tech Demo

Proud to announce after what like 2 years of development hell? TBP:L will finally be getting an update. To compensate for the time loss I will now be shipping the game with not just Level 0, 1, and 2 but now 3. Officially making the game leave Pre-Alpha, and Alpha onto Beta on launch. With this update map making is now 100% easier for me, because of a new system I am now using for level design. Ue5 dev's will know this term "PCG" as it is was announced with Unreal Engine 5.2 as a way to procedurally generate environments whether it be a forest, city, or whatever else. But no one has really thought about generating a backrooms environment with this system besides one guy, and whilst the tutorial was good. It failed at a lot of things. But still it is rather an amazing accomplishment from this youtuber.

The Tutorial I’m Talking About.

So, I decided to scrap everything I did from this video and just eye ball it really. That's when I remembered how people would use Wave Function Collapse to generate backrooms like environments. They'd make a set of static meshes blocking out the backrooms essentially, and just input it into WFC and well it would work nicely most of the time. I tried doing this before and it sadly failed miserably on my end. But instead of using 1 wall and having it rotated by 90 degrees having it collide with other walls like the tutorial does, I decided to use those sets of static meshes. Low and behold after tinkering for about 5 hours it now looks like that image attached to the dev-log. After Beta 1 comes out and the system is more streamline I am thinking about open sourcing it, as it's not at all hard to make in fact this version is 4x smaller than what the tutorial does. But anyways, lets get onto what NEEDS to be done in order for this tech demo of the PCG update to release.

1. An ending (Would be quite boring to just walk)

2. Main Menu (The main part of luminosity is it's use of Lumen and Nanite, which has issues performance wise, a main menu with an options menu would be a must.)

3. Possible objective? Or disturbance.

Now what takes the longest for me is normally the UI or the main menu, as normally I have a bad habit of doing the main menu first before I even work on what the games going to look like. I also like to make my menus perfect in my eyes. Having smooth animations as eye candy. But I'm like 100% positive I finish this in the next 2 days.

Now finally let's get into what needs to be done for the final version of Beta 1. (Anything crossed out was done before the dev-log was posted)

PCG Generation system

Level 0 textures

anti-softlock measurement

Semi-realistic movement that's not based off of source engine movement

Running

Foot step sounds

Cam Shake

Level 0 (L) PCG

AI remake

Level 1 remake

Level 1 music

Level 2 remake

Level 2 music

Level 3 music

Get The Backrooms: Project Luminosity

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