LBS - Tool Overview

LBS is a mixed-initiative content generation tool focused on creating content such as levels, population and quests. Level Building Sidekick (LBS) allows interactive software developers to define the architecture, constraints, graphical elements and decorative details to be used in the construction of a proposed game level. This process allows an increase of the quality and diversity of content they can offer their players. The tool allows artists to upload any type of art they create for their game, allowing them to compose custom art sets for different genres, sections or styles. ...

Tue, Apr 1, 2025 · 2 min

LBS - Installation

Installation LBS, an extension for Unity Engine, follows a standard installation process similar to other Unity extensions. Below are the necessary steps for installation: Current release LBS V0.3.3 For Unity version 6000.40.3f1 Download! and repository site! How to install! System Requirements: This extension is developed to be compatible with Unity 6 versions 6000.40.3f1 or higher. To start the installation, it is required to download some packages like newtonsoft.JSON. The engine will recognize the package and open a window that will facilitate its import. ...

Mon, Apr 7, 2025 · 1 min

LBS - Getting Started

Usage To start working, select the ISILab window in Window>ISILab>LevelBuildingSidekick, this will open the main window of the tool with which you can start working. Next, we will provide a series of general descriptions that you can follow to manage the tool: Main Windows In the main window, you will find a large working area visualized with a tiling of squares, in this area you can place, move, and remove elements to shape your levels. To the right of this, you will find an internal inspector that will allow you to work with the specific values of the elements to be modified, their base behaviors, and the assistants that will help you work with this tool. ...

Tue, Apr 8, 2025 · 3 min
ALT

LBS - Module 1A Dungeon Generation

Module 1A - Interior Layer The method use a Tilemap approach, representing the level created in this module. The rooms can be modified by painting or removing the Tiles. You can create zones to determine the number and positions of the rooms, by changing the data of these zones you can determine their size, and by generating connections you indicate which rooms are connected by doors. Tools ...

Tue, Apr 22, 2025 · 2 min

LBS - Module 1B - Wave Function Collapse

This modules layer is design to allow create exteriors and overlord maps Overview Module 1B is focused on the creation of exteriors or tiles with connections that meet organic constraints, it allows you for example to define the paths of different boxes and to define the type of connection between them. In this module, you can use the Wave Function Collapse (WFC) wizard to define suggestions for connections. ...

Wed, Apr 9, 2025 · 1 min · Nicolas Acevedo

Asset Population System

Module 2 - Population: describes how the population works. In the maps created, whether exterior or interior, you can place assets, entities and decorative elements such as enemies, players, furniture, weapons, rewards, among others. There is also an assistant called Map-Elites, which is an AI that orders and generates different varieties of position of the elements on the map.

1 min · Nicolas Acevedo