5/26/2023 0 Comments Dustforce art![]() ![]() After some room features are generated, their location in the room is determined by their relationship to other features and their impact on gameplay. "This is just a simple example of a very basic room. Speaking of, here's a peek at their generator, which aims to produce spaces that aren't re-used but don't feel 'random' or inhuman:Īre they fighting? Are they hugging? Why are they jiggling? Is that where baby rooms come from? Here's Hitbox to explain what you're seeing there: "We're four years into development now, mostly focusing on building out the technology that makes the game possible." They've replaced the Unity engine's lighting with their own system, see, and pulled out its pathfinding for a new system able to deal with their procedurally-generated levels. "Spire has come a long way, and the game is finally starting to take form," Hitbox say. Hitbox still haven't sent word of when we might get to play it but I'm quite happy reading a new progress report and looking at a wee GIF demonstrating how their level generation system shakes and jiggles rooms until they take an interesting, playable shape. ![]() Heck, I was sold when they referenced Quake trickjumping as an example of a slick movement system one can master. I've been keenly awaiting Spire, the roguelikelike first-person shooty platformer from Dustforce developers Hitbox Team, for three years and I'll happily keep waiting.
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