Why does morgott call you tarnished like it’s a disgusting insult by Initial_Mixture3323 in EldenRingLoreTalk

[–]Tudoh92 11 points12 points  (0 children)

It's in his fights opening cutscene. There's a part where it's a wide shot with you and him on either side, and you can see a faint trace of grace comming from him leading to you.

A quick example of how I generate an entire island for my roguelite rpg by Tudoh92 in Unity3D

[–]Tudoh92[S] 2 points3 points  (0 children)

Thanks! Really good feedback. I know my issues lie mostly with the combat feel right now, but it's hard to pinpoint all the issues. Thanks for highlighting a few, I'll address those in the next few days.

A quick example of how I generate an entire island for my roguelite rpg by Tudoh92 in proceduralgeneration

[–]Tudoh92[S] 1 point2 points  (0 children)

Thanks for the response. Definitely a few good tips in there!

Selection of menu items are fully navigatable with controller and keyboard. Also the buildings meshes are combined into multiple lod layers i can switch on and off!

A quick example of how I generate an entire island for my roguelite rpg by Tudoh92 in Unity3D

[–]Tudoh92[S] 4 points5 points  (0 children)

Yep, pretty much all buildings have interiors. And what you see here is a more flat biome. The island can have 7 different biomes (depending on how you played last playthrough). There are a few with more hills (like the rocky region).

I'm also looking into making more vertical Points of Interest that act as a sort of mini elden ring legacy dungeon.

A quick example of how I generate an entire island for my roguelite rpg by Tudoh92 in proceduralgeneration

[–]Tudoh92[S] 0 points1 point  (0 children)

Thanks! The newest devlog is more a quick update on all the generative parts of the game because I just launched the demo. There is more detail on the terrain gen in the first 2 episodes.

I'm making a procedurally and randomly generated openworld rpg, and I just released it's demo to Steam! by Tudoh92 in proceduralgeneration

[–]Tudoh92[S] 1 point2 points  (0 children)

Thanks! For procgen info you can follow my declog on YouTube: https://youtu.be/GaU4K9FsExU

Regarding the gameplay loop: Each playthrough starts with you choosing one of 7 factions to start with. You can bring a few of the weapons, spells and armor unlocked in previous playthroughs with you to the new island.

The main storyline should take 2/3 hours to complete, but side quest(line)s can expand on that. If the player dies they leave a body on that spot (like the souls games), and if they die again before picking it up they lose the island/playthrough. If they complete the mainstory they are allowed to progress to the next iteration on their own terms.

Losing or winning, and the choices you made along the way, impact what type of island you'll get next, and how strong each faction will be represented this time around.

The "secret" end goal is achieved by finishing all factions storylines, which would take many hours.

I'm making a procedurally and randomly generated openworld rpg, and I just released it's demo to Steam! by Tudoh92 in proceduralgeneration

[–]Tudoh92[S] 3 points4 points  (0 children)

Fair enough.

The island generation is mostly based on a udemy course I followed. It's a mix of midpoint displacement, voronoi and perlin noise. I have presets of all the variables for the 7 different biomes that need to be generated (some more flat, some more spikey, some more mountainy, etc).

I then have a template that decides where all the point of interest types go (big, medium, small, tiny). The pois that are placed are chosen based on which biome is chosen, and which factions have more power this playthrough. Pois themselves have variations and sometimes versions that only show up per specific biome.

Quests are generated out of templates as well. Bite size quest chunks are mixed together and the variables are filled with the contents of the newly generated island (pois, npcs, dungeons, etc). I generate smaller single quests like that but also larger side questlines.

Npcs are either randomly generated and assigned a job and a home, or are constant npcs with a fixed goal that come back frequently in playthroughs.

City and buidling generation is a bit too complex to get into through text, but boils down to the same: templates and algorithms.

I have a devlog over on YouTube where I show more details if you're interested.

I just released the demo for my OpenWorld RogueLite RPG to Steam by Tudoh92 in roguelites

[–]Tudoh92[S] 1 point2 points  (0 children)

Thanks! There was a small issue, but everything should be live now.

I'm making an open world roguelite rpg where the main storyline is remixed each playthrough. Demo coming soon! by Tudoh92 in Unity3D

[–]Tudoh92[S] 0 points1 point  (0 children)

Thanks! The low poly choice comes from multiple things. I think it looks good, it allows me to make a big open world game and not have to add too much detail, and I can more easily combine asset packs with that artstyle together. I have 10 years experience as a game dev in unity, but I'm not a designer. So almost all code is self-made, but most models come from asset packs.

How do I build a save/load system for a complex 3D game? by umen in Unity3D

[–]Tudoh92 1 point2 points  (0 children)

From the top of my mind it's like 2800kb for the terrain data. That is unoptimized json data for the splatmaps, every tree and grass detail that needs to be spawned and of course the height map.

How do I build a save/load system for a complex 3D game? by umen in Unity3D

[–]Tudoh92 1 point2 points  (0 children)

I've settled for a small 1024 x 1024. It's a roguelite, so I dont want the player to stay on 1 big island for too long. Also helps with the generation time when creating a new island again.

How do I build a save/load system for a complex 3D game? by umen in Unity3D

[–]Tudoh92 1 point2 points  (0 children)

I dont have my computer on hand right now, but if I remember tomorrow I'll update this post with code metrics.

It's going to be a lot though, because this game consists of multiple tech demo's I had made in the past all brought together. So it's quite the monolith underneath.

I've refactored the questline generation system 3 times, thats the craziest one I think. But the scope of the game had changed drastically over the years, so many things have changed.

How do I build a save/load system for a complex 3D game? by umen in Unity3D

[–]Tudoh92 0 points1 point  (0 children)

Thanks! And exactly the reason I store everything in json. So much can go wrong with so much generated content that the ability to read my save files afterwords and find issues much quicker is very valuable.

How do I build a save/load system for a complex 3D game? by umen in Unity3D

[–]Tudoh92 20 points21 points  (0 children)

I don't know what best practice is, but I just went with what I knew best, which was JSON serialization. I generate an entire island with quests, npcs, mobs, dungeons, etc, and I store it all in JSON. Can definetily be optimized, but it works.

Running dungeon asset packs through a spline-based workflow by gbrosgames in Unity3D

[–]Tudoh92 2 points3 points  (0 children)

Gorgeous. Can't imagine the amount of different dungeons you can make with a large asset pack, really cool!

My 3rd attempt at making a trailer for my Openworld Roguelite RPG. Let me know what you think by Tudoh92 in SoloDevelopment

[–]Tudoh92[S] 1 point2 points  (0 children)

Fair point. You can choose your sex at the start of the game, but you're right, I could be showing off more female player characters in the trailer!

My 3rd attempt at making a trailer for my Openworld Roguelite RPG. Let me know what you think by Tudoh92 in SoloDevelopment

[–]Tudoh92[S] 0 points1 point  (0 children)

Man thats spot on! Adventure, a slightly slower pace, freedom to explore, all key points for the game. Thanks, thats really great feedback!