3 years ago

I did this a few months ago, but I updated my procedural generator to add tiled noise variations.


I'm currently working on a way to add border tiles for noise layers, so there can be a transition from one tileset to another without it being a "hard" transition.

Which I finally have time to do today!

I'll be using this to add more variation and variety to The Maze Where The Minotaur Lives.

Why the sudden return?! For the last few months, I've been trapped! Working on a new AI system for multiple projects.

Somehow... I made it out... somehow...



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After a couple of weeks of polish and tweaks, The Maze Where The Minotaur Lives is now ready to play. Have fun!

Unity's Scriptable Rendering Pipeline no longer supports in-built Lens Flares, so I wrote my own.

Been experimenting with post-processing effects in SRP, adding an outline and a painterly depth of field effect. There's also a new HUD to keep track of items picked up and how many lives you have left!

Happy #WIPWednesday!

Are you working on a game?

Making some art?

Practicing a song?

Something else?

Tell us in the comments!

I'm working on a new game. It's called The Thief Trap, and it's a small stealth sim where you have to steal a huge diamond.

Happy #WIPWednesday!

Are you working on a game?

Making some art?

Practicing a song?

Something else?

Tell us in the comments!

I've added maps to The Maze Where The Minotaur Lives. Plus a few other changes.

I was testing if I could push the butterflies away when running into them. So I turned the particle emitter all the way up. One million butterflies may have been a little too much.

Happy #WIPWednesday! Are you working on a game? Making some art? Practicing a song? Something else? Tell us in the comments!

An infected crew member of a doomed Space-something.