Latest procedural Activity
This article was originally published on GameDevDigest.com
Collected some more great game dev content for your weekend. Enjoy!
My Favorite Tools + Techniques for Procedural Gamedev - One of the unifying themes of the work is the use procedural and generative techniques in some way. Usually it's just …
Additional experiments with volumetric clouds, solved some glitches and managed to mix the clouds with the scene, using the depth of the scene to avoid to show clouds occluded by scene objects (like the terrain). For now I just used a simple 3D perlin noise for the clouds, in the future I plan to t…
Improved bloom + experiments with adaptive exposure.
Bloom is heavily inspired by the method described by Jorge Jimenez in his great slides here: http://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare (starts from slide 144)
I can't answer your question, but I wanted mention that there's an in-development game called Stunt Derby which is doing simulation-based engine noises; the developer (Alex Austin) might have some experience/knowledge to share if you ask him:
Strange Shift Studio just announced its upcoming adventure game “Chasing the Unseen” which draws inspiration from games such as Shadow of the Colossus and Journey
Chasing the Unseen is a single-player adventure game focused on exploration and climbing. It features mysterious and beautiful envi…
That was the actual reason for me to work on this. The goal was to calculate seamless UV maps respecting the texel grids, and it turned out to be the hardest problem i've ever worked on at all. This is the result:
That looks really interesting. Although I can't say that I've ever had to d…
From another angle, “player freedom” is not absolute, objective and infinite; it means only that in the limited time and the limited number of games player spend on the game they don't feel constrained by technical limitations, lack of variety of content, heavy-handed narrative constraints, etc. Th…
I am trying to create the concept of game mechanic, I will be very happy if someone can help with advice, an idea or just a feedback.
In short, I want to make a coop roguelike for two people. I plan it to be a half-slasher, a half-quest with a random plot generated, based on the actions of the…
Hi guys, a few months ago I published my first game "Descending The Abyss" :
Descending the Abyss is a
2D Dungeon Crawler - Roguelike
in where the players can choose between 3 different types of "heroes" to explore the Abyss.
Where they will found resources to craft new weapons and upgrade thei…
Original article: https://wolfonlinekingdom.com/update-beaches-are-finished/
The work about the beaches is almost finished. There are many of them and I will add teleporters in order to reach them without walking for hours into the jungle.
All of these are totally procedural, with hundred of t…