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

Polishing combat with directional hit reactions for more weight and variety. Finishers tuned for smooth, synced choreography.

And yes, enemies always drop loot. The Fallen even loses his helmet 😄

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.

Quick peek at my loot to equip flow. Open chest, grab gear, drop it straight into your hands. Still early, but the core is solid and works with both controller and KBM. More polish coming soon.

Do you want to play Crumbling World for free? The new demo includes the same features and improvements that the full game. Download the FREE DEMO here: https://gamejolt.com/games/crumblingworld/358092 Thanks so much for your support

In Lobo, gear can break, but it’s not a punishment. It’s part of the world’s economy — repairing costs coin and pushes you to explore for resources and treasures. You’ll also meet the twin blacksmith brothers… from different fathers. Don’t ask.

One of the hardest parts of game design is teaching players. In Lobo, I chose to break immersion a bit for clear, fast tutorials, no long hand-holding, just quick lessons that get you into action fast. Which do you prefer: immersion or quick guidance?

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

In Lobo The Howl Within the end is always clear, but the path is an adventure full of combat, choices, and mystery.

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.

Optimizing Crumbling World Hello everyone! I was working on a promising improvement that has the potential to optimize the performance of Crumbling World, especially when it comes to running the game on low-end computers and mobile devices.