
Next up
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!
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.
|== 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)"
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.
|== Major Update ==|
Realtime Culling
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!
Procedural Generation - Room Layouts
All rights of the assets go to their respective creators Team Junkfish!
Monster AI - Movement in Level Generation!
All rights of the assets go to the original game creators Team junkfish!
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.











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