u/Wilnyl
- 537points
Wilnyl
Wilnyl
This is so good!! Its extra cute because we are good friends with the repo devs!
Wilnyl
The level generation is a big sequence of spawners that each have a ruleset for where they can spawn, and how many objects they want to spawn. This goes for everything except for the very base terrain, which is basically a big, mostly flat stair case that goes from the beach up to the caldera. Think the sand, the flat beach wall, the grass in the tropics and so forth.
Everything else is spawners placing stuff. First the rock spawners spawn big rocks, then medium rocks on top of those, and then small rocks on top of those, to create the climbable parts of the mountain. Each one of these steps wants to spawn a specific nr of objects.
The luggages work the same way, just way further down the chain. They are one of the last props to be spawned in the generation
Wilnyl
In the case that there are more biomes in the future, we dont want them to swap back and forth predictably, because then all the biomes wont fully mix
Wilnyl
This is all true except for that we dont review or modify the levels. They have always gone in fully blind!
Wilnyl
We have never done any hand picking or editing, the levels go in fully blind (and have since release)!
Wilnyl
yeah haha
Wilnyl
I really liked cybergymnasiet! I feel like they encouraged me and Philip a lot when we started learning how to make games.
I remember Håkan, and Björn the most!
They were both really great teachers and really helped get me started exploring programming and 3d art!
Wilnyl
We're making some changes to the scorpions!
They now require line of sight to start aggroing.
We are tuning their move speed and aggro range down a bit.
We are making them only apply enough poison to knock you out +5% (with a minimum of 50%), so that unless you already are low, you will wake up after being stung.
We are also lowering how many spawn on the mountain a bit.
Wilnyl
We're making some changes to the scorpions!
They now require line of sight to start aggroing. In this clip, the reason it feels so unfair is that the scorpion aggroed while you were climbing, so that when you got up to it, it was already charging its attack.
We are also tuning their move speed and aggro range down a bit.
We are also making them only apply enough poison to knock you out +5% (with a minimum of 50%), so that unless you already are low, you will wake up after being stung.
We are also lowering how many spawn on the mountain a bit.
Wilnyl
This is it! We needed to have a cutoff within the volcano to be able to have the lava rise
Wilnyl
they always were!
Wilnyl
Woahhhh!
Wilnyl
They have to get pushed in an update as it is right now.
Wilnyl
Im so down!
Wilnyl
Omg Karl! Thats so sick!
Wilnyl
It is definitely a bit unpredictable sometimes, but it doesnt care about the sun. It only cares about how obstructed your position is from the sky. So caves are usually better for that than a couple of trees, but there are def some weird cases now and then
Wilnyl
We didnt use to pick the seeds! They were always random!
Wilnyl
Yeah!
Wilnyl
Yeah haha! I think it just has so much more going on than any of the others!
Wilnyl
The main problem is download size! I think each level is around 100MB, mostly because of the lightmap file size.
We could probably go a bit higher that 14, but at some point the game file size would become a bit silly
Wilnyl
We dont varify the mountains before they go into the game.
It is technically possible for it to generate an impossible mountain. But since it hasn't happened yet, we are starting to think its quite unlikely.
The fact that items are so powerful, and that the mountain is so wide, its very very unlikely that there is a section that spans the whole width of the wall that is unpassable even with items.
Wilnyl
The main trick is that the game is very heavily client authoritative. You get to simulate your own character, and anything you are interacting with locally on your machine. Because the game isn't competitive, there isn't an unfairness problem with players not always seeing the exact exact same thing. (Generally its very synced, just not in the same way that counter strike is)
Wilnyl
We a dont test any of the generated levels before they go into the build.
We've tuned the generator to (so far) always generate levels that are beatable. We think its interesting that some days are harder and some are easier since its lets the community come together and discuss routes or share the frustration about a specific part of the mountain being extra hard.
/Will from Landfall
I dont think its very helpful to tell people they are too close to others ideas this early in development. Its so hard to know what a project is going to end up looking like, and taking inspiration from others is totally fine. For example, the climbing mechanic in peak happened because I played White Knuckle and was inspired by it.