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Monstrum: Alpha Mod
8 days ago

Devlog - Procedural Level Generation (Rooms, Doorways, and Corridors) (Check comments for full description)




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🎄 Devlog - Procedural Level Generation (Grid-Based Rooms & Doorways) (Check Comments for full description)

I cannot confirm a release date for the Monstrum Alpha Mod. But I will say V0.1 is practically fully complete and I am working on the V0.5.X version now! More updates will come soon!

For now here is a sneak peek of the V0.5.X version in progress!

I am recreating the 'milestones' from team junkfish for fun. I just remade the map in their video "Project Maize : Playing around with effects 01"

I tried to recreate the original doorway and deck balcony models to the best of my ability as well.

I recreated the Paddle from the Monstrum Pre-Alpha versions.

Just massively improved the fire, before it looked pretty bad and did not do much besides that. Now it looks a lot better, actually spreads properly, and kills the player too.

I have made some pretty good progress the past month, I have redone some textures like the wood deck, and I have bug fixed/improved a ton of things so I will be getting a few people to test it for me to see what they find and possibly a release soon!

While making the Hunter AI, I came across something that I thought was pretty cool. I am not sure if this is used in the game or not, but it seems that when this animation plays, the Hunter immediately kills the player using its hand like a weapon.

Sneak peek of the Brute's AI in the V0.5.2 Version.

Sorry I have not posted a build yet, there have been some very persistent bugs with the AI and generation, and I want to get it fixed before I release anything, so I cannot confirm a release date.

I finally have some stuff ready to show for the V0.5.X version in video. There is still a long way to go with it, with rooms, room layouts, the lower decks, cargohold generation, the hunters AI, etc.

Tested the Hunter AI, it is still in early development though, and has some issues.