Made a new map and also added power-ups that will spawn around the map and help you fight enemies.
Gub
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I started work on an arcade style FPS game that I will hopefully release on steam sometime 2025
the game will include a wave-like enemy spawning system and when all the enemies are defeated, an upgrade is given to the player like homing or more damage then the next wave will spawn.
currently I have a simple player controller and a gun that can shoot enemies that are trying to attack you.
some more information in the devlog section of the prototype.
I am looking forward to finishing that game eventually.
try the prototype here
Prototype: https://jgam-es.itch.io/wave-shooter
Images of prototype:
I started a game inspired by Outer Wilds, mainly how it handles flight and space exploration. Which lead me to see if I can recreate something similar to it. I now have a prototype of a game with two small solar systems with planets and the player that can fly around to each planet and land on them
This was originally just to test gravity and flying mechanics nothing more, but by the time the game got to prototype phase, I feel that this prototype could grow into a full game eventually.
But for now please try out the prototype and tell me what you think of it.
Thanks for the suggestions but I think I will go with a system that spawns rooms onto a grid, each room has an exit on all sides (except for the start room) as I think it will fit the general feel of an open but dark dungeon filled with enemies.
I am currently basing this off a not very well known (but extremely underrated) game called Barony that I used to play, I like the idea of being able to explore a bunch of different areas without going through many tight corridors which that game does well in my opinion.
I am making a procedual dungeon crawling game but I can't decide between two different types of generation.
Current generation: each room spawns another room which can lead to some maps being really big or really small but might make exploring a bit more fun.
Restricted generation: use some form of pathfinding so that the level will always stay aproximately the same size which isn't as chaotic as the other generation type but might make it less fun to explore?
Which one would people enjoy more?