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It’s Saturday, so we’re gonna talk game tech! Binding of Isaac. No Man’s Sky. Killsquad. Different on the surface but, under the hood, a common approach. Today, we deep dive on procedural world generation for games! #gamedev #indiedev #IndieGameDev #indiegames #UE4 #unreal
If you want replay value, procedural is the way to go. Instead of building everything by hand, and enjoying it once, in a procedural approach you start with primitive elements, and rules to combine them, to build a game you can replay with a different experience every time.
This can be more or less complex. On one end, enter @NoMansSky, where everything is procedural, from plants to full planets. Here the load goes on the “rules” side, with exotic math paving the way. Wanna know more about it? This article is a great start: 3dgamedevblog.com/?p=836
Read 10 tweets
Thinking of building a 100% meditational 🙏 mobile game where your gameplay syncs with the music with visual cues to practice meditational/mindfulness techniques

Easier said than done. Let the hacking begin.. in this thread 👇
✨ Blank Slate. Let's go.

Naive Objectives:
👀 Visual appeal. Get the eyes glued.
🎼 Audio/visual cues
🚥 Basic movement controls
🛣 Endless scroller
I want to give focus to the character. The movement of the character represents the state of the player's current mindset. i.e. slow down when the player starts to focus more, speed up when it demands focus.

The best way to represent this is by adding a 3rd person camera control
Read 24 tweets
I released #Palindraw about 4 weeks ago.

play.google.com/store/apps/det…

It's my first deliberate attempt at #IndieGameDev and it's been an interesting experience. I wasn't sure what to expect.
The main functionality of the game was developed in about 4 weeks of evenings and weekends. Several months were spent on generating and hand picking the levels.
The levels are procedurally generated given a RNG seed and a few parameters. I wanted to have a nice balanced progression through each set.
Read 25 tweets

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