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WEEKLY UPDATE

ASSEMBLING THE WORLD

The world of Floatlands will consist of Clusters. Each Cluster has its own set of islands and debris. Island sizes and their biomes depend on the Cluster seed which spawns and deforms every island in there. This technique is very efficient, because if we want to load a game, we simply use the seed that created the Cluster, then we apply the changes to the Cluster (certain trees were chopped down, metal veins were mined, building elements were placed, etc.)

QUESTING

Floatlands will have procedurally generated quests. A quest is a gameplay feature where you will be able to interact with some NPCs, learn about the world, do a task and get rewarded with items and/or experience points (not yet implemented). There will be 3 types of quests available; gather, location (go somewhere/explore) and kill quests. Quests will be triggered by talking to NPCs. These are friendly human characters that have a large role in quests and delivering a story.

ROBOT NPC ANIMATIONS

We've been preparing various animations for the enemy robots, to make them work in any situation. We added run cycles, crouch aiming and made a damaged version of all animations, so we can blend between normal and damaged animations, depending on how much damage they have already taken.


Damaged assault robot walk

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