Spark Rising

Spark Rising

Wicked Loot  [kehittäjä] 16.12.2014 klo 17.04
Dev Blog 11: Sweet Sweet Terrain
That is... when it's cooperating!

So it's been a long time since our last build update we released publicly. We didn't just refactor our game engine code. We rewrote it. Because, you know, that's fun to do! Not.

But the outcome was worth it. The terrain can now be x10 larger than it was before. And the way we procedurally generate it is now much more fun to navigate. Cpaz will be making a vid soon to show you how the terrain has evolved over the last 3 months, as we tried different methods to see what was interesting.

Where we settled... we likey. Very geometric, a good half way point between a simple voxel environment, and one that is polygon driven.

Honestly, we never realized how important it was to spend the time to make terrain interesting. It tends to be something you just don't think much about, as you are focused on the characters, mechanics, and the visuals.

Even something as simple as slopes can pose a fascinating programming and game design challenge. For instance, in our game, you move fast enough that you can run off a slope faster than you fall, thus creating a skimming effect where you don't touch the ground all the time. From a first person perspective you don't really notice it... until you try to jump. Or rather... when you can't... because you are technically floating off the ground.

What's the solution? Sooooo many! And when you think about all the interesting challenges that rise from making custom terrain, this issue is just one of many that could be tackled.

Anyways, just shedding light on what's coming soon. Conquest mode will be playable on a new type of terrain and you'll see how it all comes together.

------------------------

Oh, and how did we solve the slope issue? The long answer is: We wanted to create some more interesting limitations on where you can navigate, thus encouraging you to try new paths and explore. So the solution was one that addressed another outstanding design quirk I wanted to tackle: If you fall from a great height, there's no penalty. Basically, what we did was allow you to jump when in midair. It's not a double jump, but rather something that feels like a boost. So if you fall off a cliff, you can do a boost at anytime. Or if you run down a slope, you can boost at anytime. This gives you more control of the timing of your jump. Which translates into a more skill based approach to how you deal with falling. If you fall from a great height, you can now jump in mid air at the last minute and avoid getting hurt from that fall.

Right solution? We'll have to playtest and see!
Viimeisin muokkaaja on Wicked Loot; 10.4.2016 klo 1.27
< >
Näytetään 1-6 / 6 kommentista
Glad to hear these
Its great to hear updates like these and thanks for it :D:
Wicked Loot  [kehittäjä] 17.12.2014 klo 14.45 
Black Blade thanks for sticking with us through thick and thin! Makes it all worthwhile!
Ravalin 18.12.2014 klo 14.29 
Good news indeed. Looking forward to further updates
Dresta 25.12.2014 klo 16.12 
i hope the next stable update also brings that bigger exo weve seen some art of
i wanna see if he can ram threw some of the fancy new terrain
JohnMasterLee  [kehittäjä] 30.12.2014 klo 14.55 
zombieimperator lähetti viestin:
i hope the next stable update also brings that bigger exo weve seen some art of
i wanna see if he can ram threw some of the fancy new terrain

That won't come for a while. Not until we got one version down pat. We're looking at adjusting the system so it's one base model but you upgrade different parts, rather than a different type of suit that has limited functions. New method feels like it could introduce more variability in gameplay without you having to go hunt down a different exo suit while mid battle!
Dresta 30.12.2014 klo 15.12 
that does sound fun
you might wanna take a bit of insperation from megabyte punch but make it so its more like limbs with diffrent btis on them
like you could sacrifice his thrusters for a minigun
maybe its based around a power system and you only have so much to go around to the diffrent limbs
< >
Näytetään 1-6 / 6 kommentista
Sivua kohden: 1530 50