Game
Crumbling World

7 years ago

The Base Level
Hello everyone! In this update, I’ll be explaining what I call the Base Level of Crumbling World . This is just a fancy name for the platform players will reach at the end of each level.


The Base Level will have a forked road – meaning that players will have to decide which direction to go before being able to reach the gates that open upon completion of the level.

5d09722a21325.jpg

The Base Level and Unique Enemies

Like much of Crumbling World, the Base Level platform is procedurally generated. Additionally, it’s a large area, meaning more space for enemies to spawn and greater chances that players will run into unique enemies. These enemies are unique thanks to their specialized skills and oftentimes creepy physical characteristics. To make things even more exciting for players, these enemies will typically be more powerful than normal enemies encountered throughout the level.

5d09722b564d7.jpg

Unique enemies aren’t traditional level bosses. Instead, they just represent a different type of enemy that can appear randomly throughout a level, making for more exciting gameplay. In order to finish a level, players will have to kill all of the unique enemies present. At this point, the gates will open, allowing players to proceed, even if some normal enemies remain alive. The great thing about using procedural generation in this scenario is that players are guaranteed a new and exciting experience with every playthrough, as no two levels will have the exact same enemies.

5d09722c0b4ce.jpg

More Randomness, More Fun!

Each and every Base Level will consist of a platform of 5-by-5 cells. To allow for more randomness, I created an algorithm which lowers the cells located along the perimeter, which makes the platform appear uneven to players. In order to make this more evident, perimeter cells will spawn larger rocks and trees, ensuring a random landscape in both shape and content.

5d09722d1eedb.jpg

Just like unique enemies, these unique elements are spawned at the Base Level. Since they are just decorative graphic effects, they do not have any special function for gameplay. However, the addition of objects like statues, fire pits, and skeletons of former monsters go a long way towards making players feel more engaged throughout the Base Level. In short, they add more personality and character to the visuals of the Base Level. While the Base Level technically belongs to whichever level a player is currently within, I want to ensure that players are able to distinguish the two from each other. This will be especially important moving forward, as players need to perform specific actions throughout each section to ensure their success.

5d09722dee093.gif

Crumbling Levels

The Base Level will be a safe area during combat, meaning that it will not crumble like the rest of the level. However, once a player leaves the Base Level, the rest of the level will automatically start to destroy itself. Each Base Level is different, thanks to their procedurally generated nature. Additionally, the visuals and enemies are randomized as much as possible, which help to make each level feel like a fresh playthrough experience. This is especially important to me, as I want Crumbling World to be a game that participants are able to play over and over again, with each attempt creating a different experience than the last.

5d097230b4f5d.jpg

I invite you to stay up-to-date with the development of Crumbling World.

Thanks so much for taking the time to read my post.
See you soon!



0 comments

Loading...

Next up

Quests And Missions Recently, I have been working on incorporating Quests and Missions into Crumbling World, which is likely to be the most exciting and fun update to the game so far.

Hi everyone! Tomorrow I will be releasing the Beta Demo for #CrumblingWorld, sign up in http://crumblingworld.com if you want to play it !

Hi everyone! CrumblingWorld is finally out! Grab it now! It's 27% off on Steam. https://store.steampowered.com/app/1003560/Crumbling_World/

Heavy attacks come at a cost.

In Lobo, using brute force puts enemies into aggro mode — drawing their full attention and making the fight harder. Sometimes charging in isn't the best move… or is it?

Jump And Grab Edge System Since the last update, I have been working on the Jump and Grab Edge System for Crumbling World. I decided to rework these movement mechanics, as I thought it would be great to add a bit more complexity to each of the levels.

Hi everyone! This is a small patch that fixes a bug in the Unique Enemies spawner. Thanks so much for keep reporting bugs and issues. I appreciate it very much!

Hello everyone! My game Crumbling World is 80% off for Halloween! Grab it on Steam for less than $3. https://store.steampowered.com/app/1003560/Crumbling_World/

Every good adventure hides something behind a waterfall. In Lobo, when you reach the bridge, you’ll spot a small hint, easy to miss, but hard to forget.

Follow it, and you might just uncover something special. Exploration will be rewarded.

Should you kill every enemy you see? In Lobo: The Howl Within, leaving dead bodies behind can trigger enemy investigations. They’ll warn others and form mini hordes to track you down. Sometimes stealth > strength. What’s your playstyle?

Lighting, scale, and mood guide players into a world of mystery.

No Lumen. No Nanite. Just global illumination, LODs, and optimized geometry—crafted for performance and atmosphere.

Are you ready for your next adventure?