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Steam News19 November 20232y ago

Weapons, Abilities, Procedural Generation Improvements, enemy improvements, etc

Weapons and abilities Hello guys! I decided to make a post showcasing some things I've made recently to this game :) I've made many many different weapons to the game and different abilities..

In this update3

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Full Shifter update

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What changed

0 fixes1 addition2 changes0 removals
  • Workshop
  • Store
  • Gameplay
changedWeapons and abilitiesThere's a giant double headed hammer and below is a small double headeds scythe. I really like weapons with two ends.
changedProcedural GenerationI've been working hard on the procedural generation of the game. Currently, the game has procedurally generated levels, and randomly generated level graph. There are different types of levels, such as boss battle levels, shop levels, predesigned levels and completely procedurally generated levels. I've made a system that generates a graph that connects areas and levels together, and the levels in those nodes are chosen randomly with some restrictions based on what kinds of levels the neighboring nodes contain. There's also some additional graph rewriting to make this connection graph even more varied each run. When you leave the game and come back mid run, you will be able to continue your run from the exact spot you left it, in the level you were, with every enemy and an item being in the spot they were when you quit.
addedEnemies and their behaviourI rewrote the whole enemy ai system in the game. I've made behaviour trees and added much more behaviour to the enemies in this game. I've spend a lot of time working on implementing tools to easily edit all of the enemies, their attributes, their weapons, their droprates, their abilities and other things, but that's not very visual so I'm not showing picture sof that here.

Shifter changes

changedThere's a giant double headed hammer and below is a small double headeds scythe. I really like weapons with two ends.
changedI've been working hard on the procedural generation of the game. Currently, the game has procedurally generated levels, and randomly generated level graph. There are different types of levels, such as boss battle levels, shop levels, predesigned levels and completely procedurally generated levels. I've made a system that generates a graph that connects areas and levels together, and the levels in those nodes are chosen randomly with some restrictions based on what kinds of levels the neighboring nodes contain. There's also some additional graph rewriting to make this connection graph even more varied each run. When you leave the game and come back mid run, you will be able to continue your run from the exact spot you left it, in the level you were, with every enemy and an item being in the spot they were when you quit.
addedI rewrote the whole enemy ai system in the game. I've made behaviour trees and added much more behaviour to the enemies in this game. I've spend a lot of time working on implementing tools to easily edit all of the enemies, their attributes, their weapons, their droprates, their abilities and other things, but that's not very visual so I'm not showing picture sof that here.

Weapons and abilities

Hello guys! I decided to make a post showcasing some things I've made recently to this game :) I've made many many different weapons to the game and different abilities.. However I'm only going to show a few here.

There's a giant double headed hammer and below is a small double headeds scythe. I really like weapons with two ends.

Procedural Generation

Below you can see an interesting bug that I got while messing with the procedural level generation system.

I've been working hard on the procedural generation of the game. Currently, the game has procedurally generated levels, and randomly generated level graph. There are different types of levels, such as boss battle levels, shop levels, predesigned levels and completely procedurally generated levels. I've made a system that generates a graph that connects areas and levels together, and the levels in those nodes are chosen randomly with some restrictions based on what kinds of levels the neighboring nodes contain. There's also some additional graph rewriting to make this connection graph even more varied each run. When you leave the game and come back mid run, you will be able to continue your run from the exact spot you left it, in the level you were, with every enemy and an item being in the spot they were when you quit.

Enemies and their behaviour

I rewrote the whole enemy ai system in the game. I've made behaviour trees and added much more behaviour to the enemies in this game. I've spend a lot of time working on implementing tools to easily edit all of the enemies, their attributes, their weapons, their droprates, their abilities and other things, but that's not very visual so I'm not showing picture sof that here.

I'm working on the demo at the moment, so if you want to do some playtesting, just join my Discord and let me know :)

Source

Steam News / 19 November 2023

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