Level designing just got interesting.
I'm not sure if this is "spoiling" anything but I have definitely changed how the game plays when compared to my original concept.
When you enter a level like "CPU Breach", initially you would find yourself in just a single enclosed area. And you had to survive hoards of enemies over a set duration of time. Which I think wasn't too bad, plus that was the extent to which I could push my game play mechanics skills as far as levels were concerned.
But now a single level could have 1 or multiple seperated areas (think islands). These areas could be hostile or "peaceful". The former meaning you will trigger enemies to spawn in that area and you won't be able to access portals to leave the area until you have survived waves of enemies.
Speaking of triggers. Entering areas wont be the only way in which you can trigger such events.
There is a lot I can now do customize individual levels. Apart from making their appearances look unique, I can make them behave differently.
I feel somewhat releaved because I haven't really randomness that I like from roguelikes. Procedural generation of levels can be extremely difficult to manager the more ambitious your project is. And I want this one to be somewhat ambitious. I mean, I owe the awesome players something worthwhile after all these years, right? 😎
So I plan to tweak things a bit more in this level and other game objects before working on my first boss encounter.
I'm sure i have mentioned it before, but my plan is to create 1 of every task category instead of work on finishing every category. For example. One weapon. The move on to one perk. The one enemy. then one level. then one boss... etc. Of course I sometimes get carried away, but the point is to get the full game loop done, then come back to populate everything.
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