Game
Your Backrooms
2 years ago

Remade the room generation again
It's now much more simplified (meaning less calculations to make), and you can even set the generation speed so lower end computers won't burst into flames just because there's a hard-coded generation speed lol




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Just a regular development screenshot. Nothing to see here.

The Neighbor will be able to use the unused flour piles as a trap in the final update for chapter 1/the demo

Added an actual shadow for the player. Now you won't be just an invisible ghost messing with Ted Peterson.

1/2

Decided to see what random events would look/sound like in level 0. What do you guys think? (the event shown here are sounds of a room full of people coming from no where)

From the final update for chapter 1 (the demo) onwards, you will have a built-in flashlight at all times that you can turn on with the F key. However, it has a limited charge. Use batteries strewn around the map to recharge the flashlight.

The AI in the next and probably final major patch for the demo/chapter 1 will feature A LOT of AI adjustments. Here's a peek at just one of the many new changes to the AI's behavior!

Implemented fully procedural walking animations for the Aranea Membri (looks a little wonky in certain spots, but they won't be running nearly as fast as I'm dragging it here so it'll look fine in-game)

2/2

Decided to see what random events would look/sound like in level 0. What do you guys think? (the event shown here is one where the humming just stops altogether for a random period of time)

Trophies are now implemented :)

Predator/prey AI concept