A downloadable game for Windows

An infinite, procedurally generated city, assembled out of blocks using the Wave Function Collapse algorithm.

Currently, there is no gameplay, you can only walk around and look at the scenery.

Controls: WASD for walking, Shift to run, Ctrl to jetpack.

Xbox controller: Left Stick for walking, right stick for looking around, A to jump, LB to run, RB to jetpack

Flight mode: Use M to toggle between flight mode and normal mode. In flight mode, you fly across the world, without any controls.

Read more about the WFC algorithm here.

Source code: https://github.com/marian42/wavefunctioncollapse

Updated 27 days ago
StatusReleased
PlatformsWindows
Rating
(15)
Authormarian42
TagsProcedural Generation, Walking simulator

Download

Download
wfc.zip 16 MB

Development log

Comments

Log in with itch.io to leave a comment.

Any chance of a Mac version?

I don't have a Mac, but anyone who has a Mac could easily create a Mac build.

Thanks, I might give it a try!

(1 edit)

Is this using the 3d variant of WFC or are you plopping down blocks on a 2d "plane"?

Because This may be the technology needed to truly recreate Blame! in a game.

Yes, it's 3D WFC!

(+1)

Well done!  I love how organic it all feels, I'd love to see this

1) Used in a game.

2) Expanded slightly just for a walking experience, maybe with working fountains, etc.

Great job and a great aesthetic.

This is a wonderful software!

Is it permitted to use the scenery generated by this software for illustration using trace or copy?

Thank you! Yes, you can use you it for anything you like. I would appreciate if you credit me and let me know how you use it, but you can do it either way.

Thank you!
If there is opportunity I would like to make use of it in my work.
I also expect further development of this software.

(+1)(-1)

This is very cool.  I would greatly appreciate an option to invert the mouse.

Heya! Absolutely love this!

I was trying to get the source code for this working in Unity. You've got a demo scene in your repo, but I couldn't find any meshes - I can imagine why you're not hosting those in the github, but is there somewhere I could get them, if you're happy to share?

Seriously though, this is spectacular. Procjam never ceases to amaze 😍

Hi, the meshes are in the repository in the blender file, it should work. I tried to import the project and the meshes where correct, but someone else has the same problem as you have. Unfortunately, I don't know how to fix it. What version of Unity are you using?

It only seems to extract the blocks.blend into the 'blocks' folder of meshes if you have Blender installed. It failed for me too on a machine without Blender. :)

Unity doesn't actually support .blend files, it will only use an "installed" version of Blender to export the models in the background.  If you don't have Blender, or if you used the "zipped" version instead of the installer, Unity won't have any idea what to do with it. I suppose they can manually associate the .blend file with their zipped-Blender folder, but I haven't tried that say for certain.

(+1)(-1)

Any plans on a making this into a Minecraft mod? ;)

(+1)

Nope

1) There appears to be a memory leak: RAM usage keeps increasing as one walks.

2) There are no large open spaces, which makes exploring kind of boring.

3) The Field of View is too small / not configurable.

4) The mouse is not correctly grabbed by the window on multi-monitor setups.

Apart from that: Nice!

(+1)

About RAM usage. I'm aware and I'm trying to make it more RAM efficient. However, it needs to remember the entire world and therefore it will always use more RAM the longer you walk.

The FOV is just Unity's default value, I think for this kind of tech demo that's good enough. I'll look into the mouse grabbing issue.

Save to world (with a simple chunk format) to the harddrive? It shouldn't take that much disk-space, considering it's just a bunch of prefabs/instances with transforms (and probability values or something?).

(+1)

Is the method deterministic?  Unless you can modify the world, there's no reason to save it.

(1 edit) (+1)

It's not deterministic because the order that things are generated changes based on where the player chooses to walk, and things that have already been generated place constraints on things that have not been generated yet. 


That being said, since it's based on tiles, I'd assume there's a lot of room for optimizing RAM usage (and also unloading far-away areas to a file on disk if you want to get fancy).

Add NPCs and it will be a horror game for agoraphobic people.

did you just create an algorithm for inception?

(+2)

Whenever I play games with 3D environments my mind tries its hardest to store a kind of map. Playing this is very stressful for me.

(1 edit) (+1)

I agree. I also feel claustrophobic in this environment because it never opens up into a larger open space.

Sounds like a perfect setting for some sophisticated psychological horror based on a general feeling of unease.

(+2)

I like the idea of this! Aimlessly wandering amidst the endless neoclassical buildings gave me a little flashback to getting lost in cities when I travelled overseas. Everything fits together well too - good work!

wonderful comparison.

(+1)

This is really neat! Really like that there is so much vertical complexity with staircases and walkways going under other features in interesting ways.

Woah, this looks awesome.  Fantastic work!

This is pretty dang cool!