Some screen shots from my current project "This is Dungeon", a roguelike dungeon crawling/twin stick shooter. Like every good roguelike levels are randomly generated and death is permanent. While there is combat in the game and 100's or really good roguelikes already out there I am more interested in making the game feel like a really solid exploration experience instead of a hard core shooter or RPG. That doesn't mean it won't have elements from both genres though. There should be lots to do/find in the dungeons such as hidden rooms, items, traps and other treasures. When finished the game should only take an hour or so to play through though there will be incentives to keep playing.
An old-school CSG inspired level editor add-on for Blender 3D. The add-on is still very much a work in progress but fairly solid for blocking spaces super quickly. Just because graphic fidelity has gotten insanely good and hyper detailed doesn't mean we shouldn't look back how older games were put together, at least that is my opinion. One thing I always come back to is how quickly the tools in the first 2 versions of Unreal Ed 2 and Doom level editors allowed anyone to block out a level, iterate on feedback or try an idea out. So I just took some time to put together a similar pipeline right in my 3d package of choice. I wanted to keep it simple and quick to try out level design ideas. You can use it for simple white boxing of your level, break it up into multiple static meshes and import them into your game engine of choice or you can use that as your starting point to start more detailed modeling . When you build the map you get a single static mesh th
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