Devlog 12/6/23 (Biomes)
Started implementing a "biome" feature to Abscura's dungeon generation, mostly to break up the world a bit and add some visual interest. Each biome has its own style. The types of paths, item and mob pools can be configured independently from each other, depending on what I want, which is pretty cool.
At the moment it's just placing the biomes at complete random, but I'm probably going to use veronoi noise or something so it breaks up into more reasonable chunks.
Just doing something simple like changing the room frequency can give the biomes a different feel. You can make something feel open or cramped and claustrophobic by just fiddling with some numbers.
It's sort of hard to get across with the screenshots but it does feel very different walking through the two areas.
Get Abscura: The Proving Grounds
Abscura: The Proving Grounds
Death isn't the end for you is it?
Status | Released |
Author | jakey_breaky |
Genre | Role Playing, Strategy |
Tags | Fantasy, JRPG, MS-DOS, pc98, Perma Death, Roguelite, Turn-based |
Languages | English |
More posts
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- Devlog 10/25/202450 days ago
- Streaming Development Live on Twitch!Aug 26, 2024
- Devlog 8/22/2024Aug 22, 2024
- Devlog 8/10/2024 (Unit Types and Stat Bonuses)Aug 11, 2024
- Female Oni (Art)Jul 03, 2024
- Devlog 7/3/2024Jul 03, 2024
- Devlog 6/21/2024 (Difficulty Options)Jun 21, 2024
- Devlog 6/18/2024Jun 18, 2024
- Devlog 5/16/2024 (AI & Status Effects)May 16, 2024
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