kuligs2 I've built a system for this. As for the rooms, it uses a gridmap for each room with a set of different assets. My system then knows where to place walls, floors and then different props, etc., and varies the size/shape of the rooms as well as the props it places. The big challenge here is to make the system not only create procedural rooms and levels but also create those in a way that makes it fun to play. Something that will keep evolving over the entire development phase.
kuligs2 Also i hope there will be "camera shake" toggle or percentage bar
Will probably implement a toggle for that if it turns out to be a problem for some people.
Erich_L Thanks man! There are some quirks to hammer out before it's ready for a more public play test.
Erich_L I also can't help but want to be playing as a mech instead after seeing your mech move around
Mechs are cool! And we had a pretty cool thing going in the other project. Hopefully, we can pick up the collab again sometime in the future when our schedules align better. There are some pretty cool things coming in this game, though, that I hope will get people excited about the new direction.
Erich_L Clearly a very ambitious project and a huge amount of work to get new additions
For sure. A big challenge is the balancing act between ambition and a manageable scope (especially now that I'm back solo). I had to really think hard about how to design the game so it would be possible to deliver on it with a decent scale and also not compromise too much on quality. So I've got some tricks that made development and asset production have a good pace. And the game is also designed to scale up easily with new missions etc. post launch.