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Procedural World Generation In A Unity Game About Creating Realms For Bored Gods

A Reddit user Alexius11 is developing Gods Must Work.

This very cool world showcase, reminiscent of Reus, Universim, and even Super Mario Galaxy, was crafted by a Reddit user known as Alexius11 for a god game titled Gods Must Work, which runs on some sort of heavenly desktop.

In Gods Must Work, you play as a minor deity employed at a heavenly tech company that designs on-demand worlds for bored gods and goddesses. The gameplay is a turn-based city-building and exploration experience with elements inspired by Reus. Specifically, humans in the game create cities within borders where they gather resources, and you assist them in completing time-sensitive projects.

The developer has shared a few details on how they made the ground look this good. To avoid the obvious repetition of tiling, Alexius11 implemented procedural stochastic texturing from Unity Labs, which is highly effective without compromising performance. In terms of texture and blending, they employed 8 different texture and normal map combinations, with height information stored in the alpha channel. The shader then blends these textures based on vertex colors or, in the case of beaches, the position magnitude.

Thanks to batch render groups, the performance also stays solid even when rendering around 10k objects, with the developer noting a savings of about 10-20ms. Currently, Gods Must Work is only available on Discord. However, Alexius11 plans to release it on Steam and set up a GitHub repository in the future.

If you're interested in staying updated and testing new builds, feel free to join the Discord server here. See the original Reddit post for details and join our 80 Level Talent platform and our new Discord server, follow us on InstagramTwitterLinkedInTelegramTikTok, and Threads, where we share breakdowns, the latest news, awesome artworks, and more.

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