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Development state video #4 — 28.08.2017


One Gun

Recently, I put a lot of focus into the gun. The game is named after it, so it damn better be iconic! Or at least recognizeable, I don’t dare to compete with the likes of the Portal Gun.

Also, I went to an interview for an internship at a large gaming company. I’ll see how it went in two weeks time, but in the meantime, instead of counterproductively waiting, I plan to get at least some upgrades done, both mechanically and artistically. And, as always, a more detailed breakdown on the video in the rest of the post!

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Back from hiatus!


Life happens. And it hits hobbyist one-man teams especially hard. But I’m back, and with a vengeance! New assets are coming! Upgrade system is all figured out! OneGun is slowly chugging along! In this post, I bring you a short video that demonstrates more or less what you can expect from weapon upgrades.

Of course what you see is multiples of the same upgrade. It won’t work like that in the final game, I assure you. There will be much more than just two different upgrades, and you won’t be able to find one upgrade multiple times. Read more to see what’s coming next!

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Development state video #3 — 07.05.2017


Well, it’s been a while

Both since my last post, and since I originally uploaded the video. There’s been some issues, not directly related to the game. First, my previous web hosting provider decided, that it’s acceptable to have Error 500 thrown in my face for three days in a row, so I had to migrate the site, the DNS, all that jazz to a new provider. Thankfully, it seems to do the job just fine.

Also, we were assigned group projects on my uni. And as it is common with group projects, it quickly turned into a solo project. That’s why I’ve been kinda distracted trying to get everything to work correctly.

But regardless, let’s get to talking about the video! I’ve tried a new format, with added text, to explain what exactly are you looking at. Let me know how you like it. You can also notice some framerate issues here and there, and it’s the fault of me running the game on the same process I’m running the editor. On a Phenom II X4 840. I assure you, that when you run the game standalone, it’s butter-smooth.

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The Epic Tale of Level Generation Conundrum – solved!


Those two other methods I was trying? Those with actors? Didn’t work out. What did? Going back to one of my first ideas, with level instances, and simply adding some nodes that try to spawn the special rooms until they succeed. Navigation volume issues? Shouldn’t be a problem after all. That’s another milestone down – and a big one!

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The Epic Tale of Level Generation Conundrum


Or so it seems right now. Ah, procedural generation, Oh how I love you, and how I loathe you. It’s a great solution ensuring that no two playthroughs will be the same. It’s a method that allows potentially infinite amount of different levels without the hassle of making as many by hand. But right now I oh so wish I went with handmade levels instead. Here’s all the iterations I went though, why they didn’t work, and what I intend to do about it.

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