Game
Human Piñata
7 years ago

Quick Update 3


Hi everyone,

I still don’t have all the assets I need to show you the cool new stuffs in the game but I can talk to you a bit of the progress made at least in the code department.

Quasi Procedural Map Generation

I already had this prototype back when I was using Gdevelop but since it was a visual coding tool I had to recreate that same system in C# for Unity and obviously improve it.

When using Gdevelop it was kind of slow take a look:

5d0a0734d9cbe.gif

Now when I recreated it in Unity is really quick when generating the rooms, and to be honest I’m using the very same logic but found a way to do it faster.

5d0a073709fa3.gif
5d0a07387622b.gif

Things I’m working on:

  • Actually the system creates the rooms in the fly but I want it to create them at the start of the game and every time you start a new game (also is easier to me to establish design rules this way), I’m pretty advanced with this but I can’t show you anything because I don’t think showing you a bunch of jagged arrays will be fun :P

  • Make the system place decorations, intractable objects, lighting types, etc.

Beating Piñatas System

This is the soul of the game since it’s the core game mechanic I already teased it in my last post and I won’t talk too much about it because I want to show it to you once it looks cool. It’s a bit complex mechanic to design because I want it to be easy to understand for everyone.

I’m not currently working on it because I want to finish coding the quasi PGC system for the map since it is more complex.

Quasi Procedural Narrative

I’ll show you an early screen capture for the prototype of this system. It basically creates small stories by creating small sentences using grammar rules

5d0a07399a43c.png

This quasi PGC narrative generation es key to connect all the systems in the game. I won’t say more yet.

Well that’s all for now, to be honest I’m feeling more confident about the game as it progresses.

Thank for following the game, it means a lot to me <3

Until Next Time,



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