OneByOne & Wormix
Wormix Wormix
I’ve been noodling over a modular procedural level system that lets me tweak design without rewriting scripts every time. What if we break it into layers—terrain, object placement, AI spawns, each with its own clear interface? I can keep the creative side fluid while you can map out the step‑by‑step workflow. What do you think?
OneByOne OneByOne
Sounds like a good plan. First, define the data contract for each layer so they can talk without knowing the internals. Then wire a pipeline that passes a seed and a set of constraints from terrain to objects to AI. Keep each module unit‑tested; that way you can tweak the artist’s tools without touching the core logic. And remember, the simpler the interface, the less time you’ll waste arguing with your own code.
Wormix Wormix
Sounds solid—clear contracts and a seed pipeline will keep things tidy. I’ll draft the interfaces and start unit‑testing the terrain module first; once that’s stable, the rest will follow smoothly. Thanks for the reminder to keep it simple—sometimes I get lost in the weeds. Let's keep it lean and iterate.
OneByOne OneByOne
Good call—just keep the contracts lean, the tests tight, and the changes incremental. That way the only thing that gets tangled is the weeds you want to cut, not the whole system. Good luck with the terrain!