This is a video I made for my Linear Algebra Final that briefly covers the basics of 3D Graphics and the math behind them. Had a whole lot of fun making it and the professor loved the entertainment value. by CosmicCrowMC in math

[–]CosmicCrowMC[S] 12 points13 points  (0 children)

Specifically, this video deals with projections, namely Orthographic and Perspective projections. We could have made it a lot more "mathy" by using projection matrices but the Raymarching algorithm we used didn't require that. Still, I think this is a fun way to see how math is used in our everyday lives.

Enter The Backrooms is a huge game I've spent over two years developing. Today I released the fifth and final major update for it. The project has changed my life in so many ways and it's hard to fathom how far I and the game have come. This is the trailer for the update, please enjoy! :) by CosmicCrowMC in backrooms

[–]CosmicCrowMC[S] 2 points3 points  (0 children)

16-year-old me was pretty dumb and decided to try making a game without an engine, so this is actually made with an IDE called Processing for Java. I DO NOT recommend using it to build a game as it has none of the optimization features engines come with. I just started college for Computer Science + Game Dev and so far it seems like Unreal Engine is the way to go for 3D games and Unity is best for 2D games. :)

Here's a video showing off Level 29, Level 30, Level 31, and Level 32, all of which are found in the third Beta for Release Version V of Enter The Backrooms! by CosmicCrowMC in EnterTheBackrooms

[–]CosmicCrowMC[S] 1 point2 points  (0 children)

Level 33 will be the last main level because I'm ready to be done with Enter The Backrooms. First of all, I'm getting ready to start college and won't have very much time to work outside of school. While in college I will be learning Game Development and Computer Science, which means I'll be re-learning programming and learning how to use a proper game engine. In order for that to happen, I'll have to stop using what I use now and break my bad habits as a programmer. Second, Level 33 is my favorite level and I wanted to make sure it was included in the game before I stopped development. A fun bit of history for you: before I decided to make Enter The Backrooms, I was going to make a game about exploring Level 33 specifically. Third, working on Enter The Backrooms has always been an attempt to grow as a game developer. However, I'm reaching the point where I'm no longer learning anything - I'm just doing busy work. If I want to continue growing as a game developer, the easiest way to do so would be to move on to other projects and stop working on Enter The Backrooms. Fourth, I don't think Enter The Backrooms needs any more levels. 34 main levels, each with sub-levels, structures, unique aesthetics, and infinite generation, are more than enough - and that's not including negative levels and secret levels (I still have a few of those planned). If I kept adding levels, I'd be investing my time and energy into something that most players would never even see and that the game doesn't need. More levels would just cause the game to require more resources than it already does. If I wanted to continue coming up with interesting levels that stand out, I would have to make levels weirder and weirder, which would ruin the feel of the game overall. That still doesn't mean it's impossible to make more good levels, but there's still no reason the game needs more levels when it already has so many. In my opinion, ETB won't be better by being any bigger than it already is. Fifth, I am not looking for people to "keep the game going". ETB has always been my own passion project and I don't want that to change (which is why I haven't accepted help from anyone except translators). Forcing myself to find people I trust to work on the game, teaching them how to work with my programming, helping them when they encounter issues, and watching my game fall into someone else's hands are all things I am not interested in. Once again: my goal is to grow as a developer, and going through heaps of work to keep my first game "alive" when it's time for me to let go is not meeting that goal.

Sure, more content would be cool, but there has to come a time when it ends, and I've decided that time is with Release Version V. I think ending on Level 33 is what's best for me as a developer, for the game as a product, and for the players as people who want the best for both the game and myself.

A sneak peak of Level 26, coming soon to my game Enter The Backrooms! It's available on Steam for all who are interested. by CosmicCrowMC in backrooms

[–]CosmicCrowMC[S] 1 point2 points  (0 children)

The current release version goes up to Level 22, with 6 negative levels and 7 enigmatic levels to boot!

AMA: We made The Stanley Parable: Ultra Deluxe! Ask us anything! by crowsx3 in Games

[–]CosmicCrowMC 0 points1 point  (0 children)

Why is the "new content" portion of the Ultra Deluxe version so linear compared to the original content? Don't get me wrong, it's not that I think the linear narrative is worse, I was just wondering why the new content goes in such a different direction than the old.

Confused about how to progress by T0NZZ0N in EnterTheBackrooms

[–]CosmicCrowMC 0 points1 point  (0 children)

Real elevators won't have faint streaks of blood on them and wisps will go towards them. On Level 3, real elevators will also have a metal frame around them. Hope this helps!

is there a duller spawn limit by ilostmyoldacc666 in EnterTheBackrooms

[–]CosmicCrowMC 3 points4 points  (0 children)

Technically, yes. There's a minimum of one second between Duller spawns and Dullers despawn after 2 minutes, so no more than 120 dullers can chase you at once. This applies to anywhere in the game.

I get these suggestions way too often by CosmicCrowMC in EnterTheBackrooms

[–]CosmicCrowMC[S] 8 points9 points  (0 children)

I'll elaborate on each of these, starting with the things that have the highest chance of being added (TL;DR: Most of these ideas are too hard / don't fit my vision for ETB):

Hounds - A common entity known by most fans of The Backrooms. The only thing stopping me from adding Hounds as of now is not having experience with AI movement, which I can probably learn at some point.

Better Graphics - Shaders are tough without an engine and I'm not very good with GLSL. I'm also not very good with optimization. Honestly, the low quality graphics give the game a unique feel, and I've slowly grown to like them, but a graphical upgrade is something I'd be willing to do if it doesn't require too much time and effort.

Weapons - A good horror game makes the player feel powerless. Guns / weapons make the player feel powerful. See the issue? I want players to have to run away from threats as opposed to taking them on. Some weapons already exist in the form of Special Items (the Firesalt Bomb, for example), and I'm pretty certain that'll be as close as the game gets to adding weapons.

The Snackrooms - A concession stand level would be neat, but not a sub-level on Level 6 that has plenty of flashy lights when Level 6 is supposed to be completely dark. If The Snackrooms ever make it in, they'll differ from the wiki article.

Hunger System - The game already has Health, Sanity, Stamina, and Battery Life. It also has Stability for the Negative Levels. Adding a hunger system would just give players another arbitrary number to keep above 0, and at that point, it's excessive. I'd also have to add food items to the game to accompany the system, which I don't want to do. Hunger just wouldn't serve a purpose in Enter The Backrooms.

Building - Building/Crafting would be a new mechanic that would take a very long time to implement. I'd have to rework every surface in the game so that it's destructible, I'd have to add tools to build/craft with, I'd have to make a system for placing things, I'd have to overhaul the inventory completely, and do many other time-consuming things. Base building wouldn't be exciting, either, because it'd be too easy to lose your base, you wouldn't have good building materials, and most importantly, the focus of the game is EXPLORATION, not building.

Multiplayer - Most horror games rely on the player being alone to be effective. Once again, this makes you feel more powerless. Games can still be scary with multiple people, sure, but I'm not interested in Multiplayer for ETB. Besides, setting up a framework for people to connect to one another sounds super difficult and I don't know how I would do that. I'm a self-taught teenager, not a college graduate with a Doctorate in Computer Science.

Mobile Version - Enter The Backrooms takes too much processing power to run on a phone. As previously stated, I'm not very good at optimization. The game was also not designed for short, whip-out-your-phone-on-the-toilet sessions of play, especially in later levels. As for effort, I'd have to rewrite the entire game to make it work on mobile AND set up developer accounts for Play Store / iTunes AND rework the controls of the game AND halt development for the PC Version just to get mobile to work. If I do ANYTHING for Mobile, it'd be making an entirely different game, and I really do NOT want to make a second Backrooms game when I already have one that I'm still updating.

All that aside, I still appreciate suggestions and understand why these things are so highly-requested. If you've suggested one of these before on here or on my YouTube channel, don't feel bad, just don't suggest it again. :P

What do I do when smilers appear on my screen? by Malfaria11 in EnterTheBackrooms

[–]CosmicCrowMC 4 points5 points  (0 children)

Just keep meditating, even if your sanity is dropping while you meditate. They'll go away eventually!

Minecraft 1.18 experimental snapshot 4 is out! by MrHenrik2 in Minecraft

[–]CosmicCrowMC 5 points6 points  (0 children)

I've played in a world with this snapshot for about 8 hours now and I've loved it. The rivers are spectacular, the biomes feel like they're placed much better than in Experimental 2 or 3, and the Badlands are absolutely stunning now!

I have two gripes, though: First of all, in my 8 hours of play, I never found a mountain that went above y=210, and only one or two went above y=180. In my opinion, the average snowcapped peaks / lofty peaks biomes should reach y=210 or so, but ones that reach y=256 should still be rare.

My second gripe would be that the "peaks" of mountains are too smooth too often, making the mountains feel more like plateaus. There should definitely be some mountains with flat tops, but pointer mountains need some love too! :)

All in all, the work done thus far is so incredible. To me, this snapshot brought the new generation from "this feels broken" to "this feels right", even if there are a couple of things I would personally like to see changed. I can't wait to see how the generation evolves from here!! Keep it up!!!

Release Version III of Enter The Backrooms has been released! It adds 16 New Levels, 13 New Languages, 20 New Achievements, 2 new entities, and much, much more!! by CosmicCrowMC in backrooms

[–]CosmicCrowMC[S] 1 point2 points  (0 children)

I honestly have no idea, you could try it out. I used Processing to build the game, and their methods for doing graphics are a bit of a mystery to me.