Hi there this is my first introduction to my entry for the Adventure Jam 2017 which I will name for now as “The Diving Engineer”.
In a nutshell I want to make a game about diving into the ocean with a submarine to search for treasures, collect artifacts and simply explore unknown territories.
The submarine will be upgrade able and can be altered to adjust to the needs of the mission. The idea is to use a slot system similar to technic toys, where certain pieces only fit in a certain way.
This is an early drawing of the game that I had in mind, not the drill and search light that can be installed onto the submarine.
Of course in order to create this big world in such a short time I was thinking to do something new with procedural world generation. I always wanted to try something with perlin noise based generation.
This is an early concept drawing on the world generation:
In the drawing you can see some path nodes (blue) that guarantee traverse able paths. Next orange zones contain low resolution bitmap that can override the cave masks or shapes (orange). And lastly magenta zones that generate a cave based on perlin noise.
If I then want to play test a zone and realize it is to short or to long - I can simply move the meta objects apart or together to adjust the game play.
Again these are just early concepts at this point - but it indicates what I want to aim for at first.
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