World generation is the MOST IMPORTANT SYSTEM IN NOCLIPPED. Not getting this system right means failure of the whole game, since everything depends on it and is also the first impression of the game

Overview:

Instead of multiple infinite yet repetitive levels, the game will have only one level with various zones/biomes.

The world is infinite in all direction and consists of chunks that are inter-connectible (they can connect to each other no matter of their rotation and mirroring)

Inside of these chunks one of many biomes will be spawned in different blob sizes, chosen via a perlin noise function

Room generation

The world would be infinitely generated in both directions.

The game will render only the chunks nearby, not affecting whether something spawns or what biome it would be, as this is pregenerated and generated before the rendering process

The generator will use Perlin noise to generate patterns of different biomes. It will calculate a map of Perlin noise and determine which chunks should be in what biome based on the average area of the chunk being covered in said Perlin noise.

The noise will use multiple layers to create different biomes. All of the biomes will have unique weights, which will be balanced during playtesting.

Each room will have baked-in props in the model itself to save on resources, however, when needed, there will be spawn points for items, obstacles, and interactable props (doors, radios, etc.).

To remove unnecessary lag, the system will be written in C++ and will run as a background task to not mess with the main gameplay.

The world will also have a day/night cycle that consists of whiteouts and blackouts.

Whiteouts are the equivalent of daytime, where in all biomes lights/fake skybox are turned on and provide light

Blackouts are the equivalent of night time. During night time there are bonuses on loot and items are more common, however there are more dangerous entities that spawn away from camps.

RareRooms

A RareRoom is a dedicated square room 5x5 meters in size, located in 2 of the 6 variations of a chunk. This room can spawn one of various structures. RareRooms can be open or closed. Closed RareRooms will spawn a key in the chunk that the room is in.

When a closed RareRoom is generated, in the same chunk a key to open the room is generated. The key is used automatically and then destroyed. The key is made specifically for a room number of the rare room in the chunk

Stability obelisks

These are rare structures scattered throuought the Backrooms randomly. They form due to a large amount of stability, being virtually the opposite of Polygons from Progression. They imbue the power of stability while creating instability around themselves, while Polygons imbue the power of instability while creating stability around themselves. (Lore stuff)