Against the wall game for macbook pro
![against the wall game for macbook pro against the wall game for macbook pro](https://c8.alamy.com/comp/BH3P2H/black-teenager-smiling-against-blue-sky-BH3P2H.jpg)
I’ve recently redone the game’s state system, weather, biomes, brick generation, props, saving system, settings, you name it. It’s been a huge undertaking, but this game is my baby, and I want to get it right before I release it into the world. Thanks to everyone for being patient and cool about the long dev cycle for this project. It has been a while since my last post, sorry about that. I’m trying out new image effects that will improve the overall look and feel of the game (hopefully without too much of a performance cost). Right now, I’m in the process of rebuilding my levels in the Region Builder. I have similar tools for chunks, super chunks, props etc. It gives me the ability to move, and re-type, and resize bricks. This will speed up my ability to create levels, place props/bricks, and override procedural biomes. I call this my “Region Builder.” A region is my internal term for a group of neighboring super chunks.Īs an example, below is the brick editor. I’ve created a world-editor that will help me generate and set data. It features a large crystal that refracts sunlight in every direction, meant to be a sort of a guidepost for players. The second location is an outpost/lighthouse/waystation. Note that the texture is temporary, it shouldn’t be this grey in the end.
#Against the wall game for macbook pro series
The first is a structure inspired by ICO, a series of towers surrounding a monolithic fortress.
![against the wall game for macbook pro against the wall game for macbook pro](https://d1k5f0ama23ui4.cloudfront.net/wp-content/uploads/2021/03/22232642/Untitled-design-2021-03-22T192632.403.png)
I’ve created models for two new locations. I’ve always wanted to make it feel more like a tool than a magic wand, and this version comes closest to that intention. I’ve made so many iterations of the wand while developing the game. Did I ever mention that I am a huge fan of the Dark Souls franchise? New Wand Model No more save-scumming after every jump! A misstep won’t take you back a few steps but back into the last visited town. This also makes setting out from the safety of a settlement a more meaningful event. My one constraint has been the introduction of save points, so that if players do indeed wander too far, they can easily undo their mistake and return to the beaten path by reloading. Now, I’m more inclined to trust players to forge their own paths. In early years of the project, I struggled with the idea that players would stray off the path and unintentionally spoil their experience. Hard constraints are usually a good thing in games, keeping players focused on specific goals and keeping the action moving along. There are no invisible walls gating you, just a stark nothingness beyond. This seems like a natural way of spreading things out, letting players choose their own difficulty level. This expanse is for hardcore world-climbers only. Also, I may sprinkle a few handmade secrets in this vastness, very far off-path. The challenge in these outer areas lies in finding those extremely rare generated save points while staying alive.
#Against the wall game for macbook pro full
Climbing to and from them would not be easy, but they’re completely optional.īeyond the satellite locations is the hinterland, a procedurally generated waste that stretches on and on, full of random biomes but not much else (I recently re-added the automatic biomes after an overhaul of the generation code, placing them with voronoi noise). They’re lower in profile than cities and towers, and are there for less casual players that want an additional challenging goals to reach. Outside of the critical path are the satellite locations. The path will be marked with bright flares that can be seen from afar, so players will know where to go next from the start. The main story path will be a series of unique locations, usually centered on settlements made by the people of the wall. I do this partly to avert procedural blandness, eschewing infinite but predictable “variety” in favor of structures that are placed with intention, everything naturally connected rather generated via algorithm. Yes, players can climb forever in any direction. However, the interesting areas of the game are hand crafted as a part of a narrative. Reflecting on the release of other games with the word “infinite” in their product description, I feel that I should again clarify what I mean by the game being set on an infinite wall. Over the past few months I feel I’ve accumulated enough of that stuff to make for a post though in the future I think I’ll stick to shorter updates. I’ve been on another posting hiatus to focus on development, doing the rather unsexy work of revamping old systems, optimizing performance, and developing tools for myself.