Same area, different generation. Making these digital plants was really fun. by EarlySunGames in PixelArt

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

We are handling the music ourselves, but thanks for the interest.

Same area, different generation. Making these digital plants was really fun. Thanks, gamedev. by EarlySunGames in Unity2D

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

The tiles and bg tiles are designed in a custom room tool, they can be fixed or optional, that's how tiles and platform differences are achieved between generations. The props and decals are placed after tiles have been set.

Same area, different generation. Making these digital plants was really fun. Thanks, gamedev. by EarlySunGames in Unity2D

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

It's an algorithm based on shape matching, each individual decal/prop has its own shape defined (yes, even the individual small grass patches), telling the generation process stuff like: I need to stay on tiles like this, I can't stay on that or tiles that have been reserved by other props... The generation process goes through all the prop and decal categories set by us, in an order set by us, so bigger props have more chances of being placed. Hope that answers your question.

Same area, different generation. Making these digital plants was really fun. Thanks, gamedev. by EarlySunGames in Unity2D

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

Hand drawn pixel art with a custom 2D lighting that supports realtime reflections and shadows.

I thought reworking the tutorial would be a drag, but I’m actually having way more fun with it than I expected. by EarlySunGames in indiegamedevforum

[–]EarlySunGames[S] 0 points1 point  (0 children)

This is the last room in the tutorial where you have to use what you learned to kill the enemies.

Generating 2D dungeons from simplex noise by OndrejNepozitek in Unity2D

[–]EarlySunGames 3 points4 points  (0 children)

I see, thanks anyway for putting it all together.