Many iterations about the
level design were made during this production.
It had to be adapted to the
design choices about the
procedural system :
shape of a spaceship,
dimensions that make them able to be
combined, laid easily and without
conflicts such as a room
overflowing into another. If not respected. those
conditions could greatly
hinder the player's
progression in the level and even
softlock him. But those procedural generation's conditions are also a
flaw. It greatly limited the creative
liberty we could have had for levels'
layouts.
The main inspiration that was given to us during
feedback was
Warhammer 40k : Rogue Trader. After looking at many
spaceships' references from this game, it could indeed have been a great
inspiration in how to build the procedural system and the
levels themselves.
The next step for this Level would be to actually
test if it would work with a
procedural generation system since just the
theory was done. For that, I could switch to
Unreal Engine since I know more about how to
program on it. I also found a free procedural dungeon
plugin on
GitHub which could give me the opportunity to
test it further. There would also be huge
changes in the
layout of the whole level as it would offer even more
creative opportunities. The last thing I could think of would be to create more
modules to adjust the
experience and offer a new one in each
fight room.