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Canary | Stub
20/4/2023
This is an older post from a few months ago, I'm transitioning into longer more detailed blog posts, this was a less focused stub article / overview of what I was working on.
Canary is my latest game project, it was initially just a project to challenge and test the learning that I've done with the XR toolkit unity released, but has since sent me down a rabbit hole figuring out ideal methods for procedural terrain generation. I'm happy enough with the terrain generation for now and I've started working on the AI / Pathfinding. Here's a brief overview of what I accomplished.
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After iterating through a range of different algorithms and implementations, I settled on writing my own generation system similar to the one outlined in this awesome blog post.
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Wrote an implementation of the wave function collapse algorithm for placing cave tiles.
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Found solutions for optimizing the mesh, adding additional noise passes and recalculating the normals to allow the use of displacement shaders.




Replayability is a core consideration in all of the design principals I'm utilizing. I don't want to spoil too much but I'm trying to channel the energy of the original Slender game while making a completely different and novel story-driven experience that uses the interaction vectors provided by VR platforms to send even experienced VR users into a state of panic.
Thanks for reading!
