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