6 months ago

Backrooms Game Progress Update

Read below to see the progress of my backrooms game I have made in the last weeks! 💛


Backrooms Game


The last weeks I had to do some mayor work on the game cause it wasn't performing as well as I wanted it to, so I started by doing something I never thought I would do...

Recoding the game in C++


Yes, that is correct, I recoded the entire game again in C++. It took me about 2 to 3 weeks to finish fully, but now it works!

I have a procedural Backrooms game that generates infinitely without much FPS loss (still need to test it fully, and it's not replicated for multiplayer just yet, still a WIP)

Noise Issues


When I first recoded the game I went online to see if there were ways to instead of using noise, get random values based on a vector and a seed, and there was.
I implemented this into the game and when it finally worked it looked...

like trash...

The game didnt feel like the backrooms at all and just felt like random meshes placed on a grid.

So I went back to the drawing board and decided to get my old system and recode the noise from the system into the new one, after LOTS of struggles with the noise setup, I managed to get a 95% accurate backrooms to what it was before.

The other 5% was cause my BP system had a bug in it causing chunks to generate that shouldnt be placed there, so the current system should be better.

Lighting


A big part of The Backrooms is the lights. I knew this would be a bottleneck for me in the future when I started this project, but today I decided to tackle it.

I started by adding spotlights at runtime, and my FPS went from 60 to 3... so back to the drawing board.

I then tried setting them to static, which didn't make a difference.

But then I remembered a system I made in KIP1 Remastered. The grid loading when you boot up the game, it might just solve my issues.

So with lots of calculations in PostProcessing Materials (around 289) I got the look you can see in the image above.

This wont be the final lighting, I will change the looks over time and chaneg the material, but so far I am really happy with it, and in the future this will give me better control over dark areas.

Still a long way to go for the game to be public ready but I am super excited!

If you want to follow my struggles / Development of the game, make sure to join my discord, read the rules and verify, would love to have you! (Invite Link is in my Gamejolt Bio)

Stay Golden! 💛

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