Danga

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See, that’s what the app is perfect for.

Sounds perfect Wahhhh, I don’t wanna

So I finally worked in saving and loading chunks in an optimized fashion

The bad news is that the code doesn’t really seem too scalable right now, meaning it might be harder to maintain later. That’s another problem for another day though.

Now I can maybe start working on the game? Or just added systems, I’ll probably keep doing that and it’ll just become a neat tech demo. Not too sure yet.

p.s. I wonder what framerate I need to have on my pc in order for this to all run on the vive at 90fps

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This bug gives me an interesting idea

So this bug popped up from me trying to make it so terrain is deformed at a constant rate, no matter the actual density. At this point I’m just subtracting density in a linear way, so at some points in the ground it happens a lot slower than others. Anyway, this gave me an idea: What if one of the enemies or some large creature is only seen by terrain deforming. i.e. a worm that goes through the ground but it’s made out of terrain. That would be so cool.

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New Project: Marching Cubes & Mesh Deformation

So, I’ve been working on a new project for a little while now. There’s no direction right now, it’s just a tech demo, but it’s pretty neat. I’ve created and optimized a terrain generation and deformation setup that allows me to run at a consistent 100+ fps, (the recording caps it at 60fps), which is great. I’m pretty proud of it, and improving it daily.

It uses the marching cubes algorithm. There aren’t many great resources on using this algorithm with unity, but this is the most used resource out there. Basically you divide the world into a 3d field of voxels, and in each voxel there’s a density value that ranges between -1 and 1. In my case, if the density value is greater than 0, some mesh is formed around that voxel. That’s the basic idea.

I’m thinking about doing some virtual reality stuff with this as I recently got a Vive, maybe some sort of survival game ordeal because there isn’t a great VR survival game yet, at least to my knowledge. So I’ll be posting more updates, probably on sundays after I get some decent progress over the weekend.

Also sorry for not working on moxel for anyone who was interested in the game, the playable beta is basically where development stopped. It’s not going to continue.

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These are charms.

Charms have their own slot on the UI, and you can only carry one at a time. Each charm gives you a different bonus (not going to specify here). These bonuses are much bigger than the regular passive items, as you can only carry one at a time. Things like dash into enemies to hurt them, or health regen. There won’t be any description of these charms anywhere, so it is up to the player to figure out what each one does. To obtain them, we added some new chests.

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These chests are different from the regular ones that have a chance to spawn every room, as currently they are in every starting room. I may add a chance to put them in the starting room instead of a guarantee, I’m not sure yet. The chest on the left will produce charms, while hte one on the right produces usable items.

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EDIT: The gifs don’t seem to be playing on Tumblr for some reason, so here’s an imgur link with an album.

I have a lot to share, so long post incoming.

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Here’s a comparison picture of how the game used to look, to how it currently looks. Big difference. Believe it or not there was only a few key things I did to make the game look just so much better. I added SSAO, a bumpmap for the floor and ceiling, and played with the lighting and torches. These three things come together to make the game look just so much better.

In the top right there’s a minimap, this is still a huge work in progress but it’s definitely getting there. I need to fix it so it works every time, make it so your room is highlighted, have icons for different rooms, and show the doors inbetween rooms. 

In the bottom right there’s some transparent items. These are items you either buy from a vendor, get from a chest, get from an item room, or get from beating a boss. These all give different passive abilities. Items are still and probably will forever be continuously added. 

Under the stamina bar, there’s a usable item. These are items that you have to refill the charge on by completing rooms (or getting kills, haven’t decided yet). Each item has a different max amount of charges. Once these charges are filled, you may use the item. These items are generally pretty strong.

I also redid the UI for bombs, potions, and the currency. These are now shown under the usable item. No, levels aren’t gone.

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This is the stats screen, it replaced the inventory. I just didn’t like the inventory anymore, it didn’t fit with the closed dungeon like scenario I have now, as opposed to the old open world design. There are a few stats shown here. The damage still raises with your level, but there are items to make you do more damage. Speed and attack speed can only be increased by items, these are not raised with your level. 

Xbox controls are in, here’s a quick demonstration of them and the vendor.

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Now there’s a title screen, showing some fun stats about how much you’ve played.

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Now on to the main part of the game, the objective and how it’s reached.

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This is a boss. When killed an item spawns, when the item is picked up a new floor is generated. Mob levels now go by floors, so the lower you go the harder the game becomes. The current goal of the game is to get through all 5 floors, and kill the last boss. Neat, we have a complete-able game. 

As a bonus for staying around so long, here’s a funny gif of the Drilldot boss getting blind sided by his minions.

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Thanks for reading, and if you want more frequent but smaller updates, visit my Twitter!

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