Driving will be a key feature in Emerge, allowing quick travel around the open world environment. I've also done some optimization to ensure smooth game performance while traveling through the rather large procedural world.
Next up
A simple but powerful item interaction system has been implemented in Emerge that allows items to act intuitively. When an item is held, using the left mouse button can start a variety of actions, depending on the item and what you are looking at.
Playing with some distance rendering effects for a new concept.
In order to focus on the unique gameplay aspects of the game, I've simplified the world building aspects. I created a new branch of Emerge which uses the block-based structures and characters exclusively. The worlds shown here are generated at runtime.
Big things are in the works right now, which is why I've been a bit silent. A lot of core gameplay elements have been added, like skills/traits. More importantly, I've been working on the game's advanced AI which weaves procedural narratives!
Watch your step!
Here's a look at one of the dangers in my upcoming game, Innocent Critters!
art comission.
Shoobies leave a sticky trail of mucus in their wake, which can impede movement for any creature that steps in it.
"Our work is never over" they said.
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