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I don't think a lot of people realise what a bitch it must be to code a game like this. Carying the audio through from behind "portals" that connect the non-euclidean spaces is one thing I can't get my head around. The way you generate the mazes in challenge mode is awesome too. I'm also really impressed by the fact that you can keep the player safe all the time. I really trust the game by now and I haven't bumped into walls yet. You are awesome ~

Edit: some people asked me what the recommended play space for the game is but I can't seem to find the answer. Could you tell me please?

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Thank you :)

Audio - I will add it to the list of things to put on the devlog. Here is a short description, how it works. I build a sound scene by checking each portal and portal beyond portal and so on. This way, for each sound source that should be heard, I have a list of portals that are required to get to the source. Then I just string pull a sound source location while calculating the distance and I end up with a apparent sound source (dir + distance). There are few more things that are calculated on the way (eg. occlusion). And there come also messages for AI, so they know if player hits something, shoots, etc.

There's a post on devlog about level generation (https://void-room.itch.io/tea-for-god/devlog/76304/procedural-level-generation-using-impossible-spaces). I explained there how the level is generated at the top level (regions, rooms inside regions, how do they connect) and how everything is placed within a playarea. I think that there is nothing about moving platforms - the basic idea behind that is that you stay in the same place in your playarea, but in the game you move somewhere else. But if you travel between two locations this way, both locations share the same playarea anchor.