♪ Build That Wall ♪One of the first things we wanted to get down was the level generation for the game. We knew there were going to be 4 seasons, and we needed to have a butt load of variation. However, those 2 things are very much at odds especially since we only have 2 level designers who also do the SFX, enemy variants, balancing, and many more things.
What we decided on was to use a system that allowed us to create modules that would be tied together to create a whole level. Inside of these modules would be things like normal fight rooms, shops, gambling, shooting galleries, events, treasure rooms, etc. Then we dynamically build the level on each play-through giving the player a fresh experience each time. Below you can see one of the many different combinations that could appear.
It's Morphing Time!While it lowers the scope of the building process, it doesn't lower it enough to allow us to build all the season out with specific seasonal modules. To cover for that we are building rooms out of collision geometry that result in a gray boxing of what the level will look like. This allows us to build anything that we want and know how everything will interact with it.
After we've built what we wanted we then switch out the meshes on the geometry as well as firing off randomized spawnpoints, the blue orbs, to give rooms a different feel every time the player enters them. This allows us to make a few hundred rooms instead of thousands. The end result is what you see in the gif below.
And yeah, I'm still totally going to plug...
WE'RE Still ON KICKSTARTER! & Over 50% Of The Way ThereAND GREENLIGHT!