What changed
0 fixes3 additions2 changes0 removals
addedThis is the Proc Gen systemcapable of building baseline rooms around 2 hours of gameplay in ~80ms and all of the inner workings to fill them :). We got plenty performance to alter what's here, add events, enemies, and all that good stuff:
addedThe GoalTo make the game more replayable, scale up to expectations, and made a procedural generation system that, in my opinion, is just awesome! I dedicated it to what players enjoyed the most about the previous build's game design. I felt I may have lost in the last build, or the new demo. Right now, it generates rough rooms that feel, to me, very fun to run around.
changedBigger PictureEach level is like a biome, and Five biomes for you to run through. Each of them will feature a different level design, like you see in the image, that feels more curated to the specific biome. I think this pattern would be the mechanical/industrial level/biome.
changedThe TechEvery layer is built into it from scratch. It's pretty tight and built with scale and performance, honestly maybe too early lol. It features seeding, layered noise, randomness, and all the scoring we need. Based entirely off rulesets, it generates things like platforms, rooms, directions, ect. The rulesets, like player flow, jump distance, jetpack fuel, ect. will help shape these things.
addedThe FutureI added in new character controller features but I haven't had time to make the animations for it, but it feels pretty cool. If the game stays stagnant for much longer, I may shift directions because I want to make things people will actually play. I am not sure how to do any of the marketing, because I just want to make fun things you want to play, so I am going to just keep making new stuff until someone says "hey, i want that" lol.
Operation Sour Power changes
addedcapable of building baseline rooms around 2 hours of gameplay in ~80ms and all of the inner workings to fill them :). We got plenty performance to alter what's here, add events, enemies, and all that good stuff:
addedTo make the game more replayable, scale up to expectations, and made a procedural generation system that, in my opinion, is just awesome! I dedicated it to what players enjoyed the most about the previous build's game design. I felt I may have lost in the last build, or the new demo. Right now, it generates rough rooms that feel, to me, very fun to run around.
changedEach level is like a biome, and Five biomes for you to run through. Each of them will feature a different level design, like you see in the image, that feels more curated to the specific biome. I think this pattern would be the mechanical/industrial level/biome.
changedEvery layer is built into it from scratch. It's pretty tight and built with scale and performance, honestly maybe too early lol. It features seeding, layered noise, randomness, and all the scoring we need. Based entirely off rulesets, it generates things like platforms, rooms, directions, ect. The rulesets, like player flow, jump distance, jetpack fuel, ect. will help shape these things.
addedI added in new character controller features but I haven't had time to make the animations for it, but it feels pretty cool. If the game stays stagnant for much longer, I may shift directions because I want to make things people will actually play. I am not sure how to do any of the marketing, because I just want to make fun things you want to play, so I am going to just keep making new stuff until someone says "hey, i want that" lol.
Rambles
I am trying to make something that people would actually want to play here. I am going to commit to showing more of the process, experiment, and maybe change up entirely. I want to find what works and what direction to take.
I think the art direction is still up in the air, because mostly self-doubt, others' words, and isolation convinced me it's not good enough. +1 if you can relate
This is the Proc Gen system
capable of building baseline rooms around 2 hours of gameplay in ~80ms and all of the inner workings to fill them :). We got plenty performance to alter what's here, add events, enemies, and all that good stuff:
The Goal
To make the game more replayable, scale up to expectations, and made a procedural generation system that, in my opinion, is just awesome! I dedicated it to what players enjoyed the most about the previous build's game design. I felt I may have lost in the last build, or the new demo. Right now, it generates rough rooms that feel, to me, very fun to run around.
Bigger Picture
Each level is like a biome, and Five biomes for you to run through. Each of them will feature a different level design, like you see in the image, that feels more curated to the specific biome. I think this pattern would be the mechanical/industrial level/biome.
The Tech
Every layer is built into it from scratch. It's pretty tight and built with scale and performance, honestly maybe too early lol. It features seeding, layered noise, randomness, and all the scoring we need. Based entirely off rulesets, it generates things like platforms, rooms, directions, ect. The rulesets, like player flow, jump distance, jetpack fuel, ect. will help shape these things.
The Future
I added in new character controller features but I haven't had time to make the animations for it, but it feels pretty cool. If the game stays stagnant for much longer, I may shift directions because I want to make things people will actually play. I am not sure how to do any of the marketing, because I just want to make fun things you want to play, so I am going to just keep making new stuff until someone says "hey, i want that" lol.
Thanks for reading, 'til next time :)