Generating Levels 1

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Generating Levels

One of the things I worked on last week was a solution to the procedural level generation that Team One’s game will make use of. Basically, a level is a 2D grid of walls and floors that the player will explore in first-person. The general layout is similar to old-school console rogue-likes, so I took some lessons from them into my level generation.
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Seeing It Through Ep 10: Sickness Edition

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Seeing It Through Ep 10: Sickness Edition

This week it’s just Tom and David as we sickly discuss the work we’ve done this week.

2D Lighting

 

Seeing it Through Ep 8: Guard Patrol Timing 2

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Seeing it Through Ep 8: Guard Patrol Timing

This week David, Thomas and Paul discuss an issue we have discovered while working on Shapes of Grey, guard synchronisation!

The whiteboard table being put to good use.

Seeing It Through Ep 4: Lighting 5

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Subscribe to the podcast here.

In this episode of Seeing It Through I make my first appearance to talk about lighting and how we are thinking of implementing it in Unity3D and the Flatland universe.

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Prototype Fortnight: Sneaky Shapes

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Prototype Fortnight: Sneaky Shapes

Here’s a stealth prototype that myself and Paul worked on. The main stealth mechanic (besides just just staying out of the enemies’ field of view) is blending into the walls of the environment by matching the colour of the wall behind you.

We didn’t just create this to prototype the gameplay, we also were experimenting with PlayMaker, a popular visual scripting plugin for Unity.

Click through to play the prototype!

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Prototype Fortnight: Combating the Issues 3

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Prototype Fortnight: Combating the Issues

Hello! I’m Thomas Bowker, and while this is my first post here, I’ve been at SeeThrough since the beginning of Fallen Angle.

This is a prototype that I finished last week. It’s all about combat.  Basing a game or prototype on just the word Combat allowed for plenty of freedom, but I wanted use Fallen Angle’s combat as a starting point and try to fix some of the problems players were encountering while playing.

One of the main problems with Fallen Angle’s combat was that because the player is playing a video game, they expect to have to defeat enemies rather than run away. Another major problem was that player death felt extremely random or unfair, just because how the mechanics of the splitting worked.

So for this prototype, I somewhat reworked how the splitting happens so that it is easier to understand on our side. I also simplified the rules that dictate when shapes should split. All this along with a change suggested by Saul: that shapes only die when they are hit directly at their core. I think this gives us a good starting point for a more satisfying combat system!

Click through for a look at the actual prototype.

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