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A member registered Apr 18, 2015 · View creator page →

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Flying felt pretty good, walking definitely ended up feeling too fast for me after flying too (and slid too much when trying to stop as a result.) The intended starting walking speed was fine though, I might lower it a tad, but that really depends on how far apart things are gonna be.
At first I didn't like how much going uphill could slow you down, but I've come around on that a bit, and it's probably more effort to deal with that than it's worth.

I got about 4 floors in and then stopped. Not having control over your direction was interesting at first, but pretty soon in, I realized the enemies weren't much of a threat (you can mostly just spam arrows if they're in your way, and there seemed to be plenty of health pick-ups anyway.)   Then the game just boiled down to: run into walls to turn around, stop before and shoot yourself if you only need to turn 90 degrees.

Might be cool with some more to it!

I was a little annoyed at having to put the tools down to close every message, but it honestly added to the out of control feel. And amazing in the audio department!

Set out to make a little "open-world "game. Spent about 20 kb making this abomination:

 

Basically, instead of using a heightmap like any reasonable person, every terrain feature is a height function, and the terrain chunks combine all the height functions for every point. Rather than moving around the terrain, the terrain updates with an offset so it appears it moves around you. Currently I don't have any movement restrictions or physics - it's just panning the world around.

Problem is, calculating all of the heights and normals gets sort of slow. I tried splitting it into chunks instead, which helped a little, but the seams are pretty obvious since I fudged the edges so I wouldn't have to calculate heights outside of the chunk. Probably would've been more reasonable to just calculate the extra rows - I'll have to try that later. 

I'll have to see if I can multithread any of this, too. Any suggestions for performance improvements would be great - right now, it's able to run at a decent frame rate, but more terrain features are going to increase the overhead. It exits most of the calculations for points out of range of terrain features, but I'll probably have to find a way to stop those from being loaded in the first place.

Definitely going to change the material so it actually looks like terrain.

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