Next up
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!
Credits go to Team Junkfish!
I added the original escape route system, this is all made from the original scripts from the original game which my friend 4KANT was able to find when looking into the original games code and stumbled upon that.
Got some more progress that I can show you all! This time it isn't related to the procedural generation but a new system that is being worked on. The chain physics! I used the same system that Monstrum used, at least to an extent. Hope you enjoy the clip!
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.
Credits go to Team Junkfish!
Added cameras!
Simple progress so far, I have just been fixing bugs and messing around with some small lighting effects (Sharpening, Bloom, and Antialiasing) and I found a good combination that feels decently like what the alpha had minus the Global Fog!
I cannot show too much just yet but I have made some light improvements on the lighting! Sorry for a lot of the recent updates being lighting but I am in the middle of creating rooms and their layouts, bug fixes, and optimizations, among other things...
Some more lighting progress!
I've been focusing on the procedural generation. There is not enough finished to show yet, but I have been recreating more models, one of which being the metal deck walkways.
Disclaimer: The GIFs are a reference from the original game, not the recreation.
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.














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