![]() If not, they check left and right to see if they can move that way. With those rules, you get a rudimentary 2D liquid. To make liquids have different densities you just compare the densities when figuring out if you can go down (and then swap the pixels). ![]() The world is procedurally generated, but we do have an overall structure that stays the same, mostly to give the game good pacing and for us to control how the game plays. The basic structure of the world is the following: there is the first area (mines) and underneath that, there’s the second area, and so forth. We can’t say what’s at the very bottom as it’s a bit spoilery, but technically, the engine does allow you to go very very very deep. We had a few infinite fall moments during the development. We tried a few different ways of doing procedural generation. At the moment, we use a few different techniques, but the main part of it uses Sean Barrett’s Herringbone Wang Tiles. Essentially, we have a series of pre-made pieces that are like bricks.
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June 2023
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