
Next up
Update on Procedural Generation so far, mostly new rooms and layouts with some added models and textures. The exterior area (metal walkways) is not shown yet due to the missing shell. I will keep you all posted on progress soon.
More progress has been made on the generation, and this may look like the GIFs from the previous post with the metal walkways, that was the goal. I wanted to recreate a similar 'effect' to that of the GIFs while showing some of the generation!
|== Major Update ==|
Realtime Culling
Got a bit of a crane system going now. Not too much to show for it just yet, besides a basic crane movement (left/right rotation of the upper piece of the crane) and the crane chain lowering/raising. Which at the moment is just controlled through WASD.
|== Small Update ==|
An as accurate as possible representation of what the early Monstrum Pre-Alpha menu screen looked like.
Reference video: "Rezzed 2014 ~ Day 2 (Monstrum & Dream - Oculus Rift)"
OOoOoOOOo he's alive!!!
Thanks to DevilNaiden for allowing me to use his incredible recreated model of Sparky!
And of course as always thanks to Team Junkfish for any original ideas/assets that is presented in the game!
Monster AI - Movement in Level Generation!
All rights of the assets go to the original game creators Team junkfish!
I finally made a way better locker texture, and I believe it is decently accurate to the original Monstrum V0.1 Alpha. This took me a few days to do since I am not that great at texturing and i was trying to be as intricate as possible.
Monster AI - Attacking and Audio
All rights of assets go to the original game creators Team Junkfish!
Procedural Generation - Room Layouts
All rights of the assets go to their respective creators Team Junkfish!











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