Procedural Generation is Hard - devlog

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WISHLIST FEED THE DEEP

I'm sure I will get around to making a new trailer for the Steam page someday soon...

Watch me (mostly) fix my level generator to make it actually work for a real game, and not just some janky prototype.

#gamedev #development #devlog #indiegame #design
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This is awesome! I love the way it's coming together, the new graphics at the end looked amazing
It'd be really cool if you had a gamemode called something like "Amnesia" where every time you come back up to the base, you keep everything you're holding, but the entire cave system re-generates
So basically like a Hardcore mode, but a little different

eboatwright_
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8:00 This is such a clever way of mixing "procedural" with handmade, it can triple or quadruple the amount of possible rooms being generated for the same amount of work, great stuff!

yamasaa
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Not only Luke is a champ in game dev, his video production skills are next level in itself. 😍 I literally pause every 10 seconds to take notes while watching this.

hamzahgamedev
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With every devlog I get more and more excited to play this game❤

degariuslozak
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I love that image generation, such a simple utilization but super expansive and non-repetitive.

DommoDommo
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Cool! Now the caves are more fun and random! Love the new visuals, can't wait for your next update video!
What could be cool if each biome had their own set of those blue tile pieces (or at least have a majority of their possible tiles to choose from be unique to each biome), so you can have biomes that felt more open, biomes that felt more claustrophobic, biomes that had more jagged walls, etc.

deepysingh
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you forgot to deleted from the "Projects" playlist, i'm not sure if it was intentional or not...

sarfxa
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I feel so lucky to be able to play the game through your creative development ! It’s coming along, and I can’t wait to see how it grows!

fundaez
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I absolutely love the fact you got cedar for the soundtrack. Also idk if you realise it, but this is an incredible lesson on level design, which is something I’m currently trying to wrap my head around at uni.

theonlyjoe_
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There's something so authentic I love about your videos, and yet they're so entertaining!

calebgilbertyt
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To create the feeling of narrowness, you can use damaging obstacles for the player to carefully avoid: a stalagmite that punctures the O2 tank, a clump of coiling seaweed, an abrasive corridor to damage the payload etc.

the_multus
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8:18 Love that he left in that little blooper

sillicon
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I really like the randomness weights you have included in your room templates - helps avoid the recognition that plagues stuff like Bloodborne's chalice dungeons (I wonder when Miyazaki will revisit that idea in the future).

CheesecakeMilitia
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Woo I've been super excited for a devlog! Can't wait to asee what you make in the end.

BouncyBonBon
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I love the top down physical explination of your systems! So different and engaging! 🔥

GrahamOfLegend
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Great video!

I find procedural generation so fascinating. It’s just mesmerizing when you find the perfect balance of randomness, complexity and intent.

Also; I subscribed after the Fruit Ninja video, and I just want to say that this project looks great. I like how you use it to teach us game design and how you share your development journey. Keep up the great work!

Air_Raider
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Luke i jsut wanted to say thank you so much for making your games! fruite ninja, jetpack joyride are my childhood games that bring me into Phone-gaming! if you will ever need any music for your next games please let me know! i would LOVE to compose music for your for free as well just to be a part of it :)) that would be super awesome!

IdoBerg
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As a gamedev myself procedural generation is one of my favorite things. It's extremely fascinating so video's like this are always such a treat to watch. Thanks Luke!

legendaryswordsman
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It's amazing to see how a simple design change can affect the depth of the game so much, great work :)

Trasqual
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It would be cool if, when going through narrow passages, you are either slowed down or forced to "wiggle" to get through them. This could add intensity if you are running from a creature or running out of air.

GermiesCoasterYard