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WEEKLY UPDATE

PROCEDURALLY GENERATED DUNGEONS
Dungeons will serve as a point in the gameplay cycle where you can stop exploring and surviving in the world just to challenge yourself in a procedurally generated fully-closed area full of enemy NPCs. You will be rewarded by rare loot at the end of a dungeon by encountering a final boss or doing a certain task. There will be a lot of dungeon types, for now we are sticking with cave-like dungeons.

To give you a preview this is how it works – algorithm generates a right tile in a right direction and it makes sure that every room is connected with a previous one so there are zero dead ends or unreachable rooms. This is how it looks inside with prototyping tiles and with work-in-progress real cave tiles.

RESOURCE GATHERING
We've rewamped the resource gathering system and implemented a better one which uses Vili's proximity sensors and new particle system. You can now mine different type of veins and chop down trees. Everything is then connected with an inventory system which also works flawlessly. The next thing about resource gathering is an implementation of crafting system, soon to come!

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