Don't forget it's still in development so everything is subject to change.
Pickups in random level generation
Ah it's been a while! I have more stuff to show off so let's get to it! I have the generation system down to what I'm happy with. Recently I've been adding gameplay elements to it which will vary depending on the level. In the screenshots below you can see all the visuals are there for the industrial theme. Don't forget there will also be a haunted theme and hospital theme too!
Above left you can see there is some sort of gate blocking the way to a ladder (which goes down to the next stage). This can only be opened by finding a door switch (above right) and activating it, so the player will have to do some hunting around. Take note that this is ALL randomly generated.
Here you can see a little wooden box on the floor. These will be scattered around the level and are VERY scarce. So what are they? They contain weapon parts. Find enough of them and you will get a new weapon to play with.
Above you can see the size of the levels. I could make them bigger but I don't want the player to feel too lost.
Don't forget it's still in development so everything is subject to change.
Massive thanks to everyone who has voted for us and helped us get the attention of Valve. It simply wouldn't have happened without your support. We can't wait to get it done, get it on the steam store page and share our amazing creation with you guys :)
Decorating corridors – Random generation
Recently I have been working on figuring out how to decorate the corridor sections of the random generation levels. In the images below you can see I'm still using the industrial theme assets. Once I have it done and looking nice for industrial then I can move onto the other themes. The way I'm doing it involves the tile pieces looking to the pieces around them and seeing if it can connect with them in some way.
You can see I have pipes which link up across multiple tiles, and there is of-course added randomness to break it up a bit. There is also a bit of randomness in whether things like lights spawn of other things so you can get corridors of complete darkness!
The ‘room' pieces are the big empty areas you see here. These will probably be variants of these but each variant will be a collection of industrial assets to make them look like some industrial generator room or storage room. Open spaces should be kept to a minimum to make it more interesting visually.
Our top-down shooter has made its way onto kickstarter to help get funding for various additional assets.
Overdosed is a fast paced, adrenaline fuelled trip to remember! In this top down shooter the player is on an intense experimental form of LSD and as a result they must fight hordes of nightmarish creatures in randomly generated and arena style levels.
Think Hotline Miami meets Rogue Legacy. Our adventure mode will challenge you to fight through 5 randomly generated stages with a variety of objectives without dying. However you will keep your unlocks so you can get further and further with each playthrough! Our Arena mode will have you fighting endless waves of enemies in increasing numbers and tests your skills to see how long you can last in the pit of madness!
The Kickstarter itself doesn't just allow you to purchase the game, our rewards offer you EXCLUSIVE things like beta access, T-Shirts, leaderboard nameplates and even our lowest tier of £1 gives you a chance to draw your own doodle and put it in the game permanently on the floor of fame :D
Also don't forget STEAM users, vote yes on our greenlight page!
Levels that make themselves!
Hello all! I wish I could get around to doing these updates more often but as you might imagine, creating a random level generation algorithm (that actually works properly) takes a lot of time and focus. I've managed to do some pretty sweet things though! I have some paths loop round to each other while maintaining the integrity of my game design ideas (basically sections behind a locked door are still only reachable though the locked door).
I have the main tile generation stuff done, the next step will be replacing all the white tile rooms to actual rooms. You can see above I have already have basic corridor tiles which have replaced the white ones. I plan for each tile to spawn in different objects so it doesn't look repetitive. Collectable items such as weapons/health/ammo will be hidden (hopefully quite well) and will blend into the scenery. It will be very different to Arena; pickups won't be glowing and obvious. in Adventure you've really got to scour the level for these things.
Below are a few images showing how the generation system does what it does.
It all branches out from the start room, one tile after another. Each tile has about a 90% chance of being a corridor, else it's a random room. Corridors are more likely to be a straight piece rather than a corner or 3-way piece giggity. Once there are X amount of rooms in the level, it then caps everything off with the small red rooms.
So after all that, each tile piece looks around them to see if they run adjacent to any other sections, if so there is a chance they will connect to them (creating potential for looping - there would be more than 1 path to get from A to B). The blacked out areas show a section that will be blocked off at the end by a locked door. This section can keep itself nice and separate.
The next step is to replace all these tiles with actual rooms and corridors, and of-course to make it look sexy as fuck. It's all WIP (work in progress) so changes will be made to this generation system and I will be able to show off more visual stuff soon.
Ramble on random level generation
Hey everyone, rather than do a big write up on how things are going with the game (we are lazy after all) I've done a video showing off a few things and talking about how I've done said things. Apologies in advance if none of it makes a lick of sense :P
Adventure mode is underway!
Hey everyone, I’ve started work on adventure mode which will be randomly generated levels where each time you play it will be a completely different level. I would have showed it off earlier but up until now it was just a bunch of messy algorithms. As you can see in the GIF below I have random corridor generation which branches and sprawls out in every direction, but don’t worry the end product probably won’t look as confusing/daunting to navigate through.... probably. The next step will be to add big rooms and have them join up nicely. Once it all works properly on 2D tiles like it is now then I will convert them into proper 3D rooms.
The gameplay will be a bit more complex than simply running through a maze though. There will be certain pathways which are blocked by locked doors or are maybe just pitch black. You will need to find keys and light sources to progress. You may also stumble across objective rooms where you must defend a generator from attacking mobs otherwise the whole level will descend into darkness!
More info and progress will follow as it happens.
Our greenlight campaign is underway to get Overdosed onto Steam!
If you've got a steam account (who feckin hasn't) then hit the link below and hit the 'Yes' button to vote. That's it. Seriously. The more votes we have, the more likely we will get on Steam. FREAKIN STEAM!
Update on our kickstarter:
Our campaign will be a bit delayed due to the bank taking the piss setting up our account. It will definately be coming in the next few weeks but we'll be sure to post updates when it's good to go.
Kickstarter campaign, possibly next week!
The past few weeks has been completely focused on making our kickstarter page look nice and professional, as well as making sure it holds all the info and stuff you need as a consumer to make an informed purchase. We’ve now got all the content that needs to be there, the next bit is probably the hard bit...
Getting YOU GUYS to pledge on one of the reward tiers! We really hope Overdosed is the kind of game you want to pick up on Steam or whatever (and don’t forget, what we’ve shown is a tiny bit of the game). Hitting our target of £3000 is SO important to develop the game to a high standard and make our ambitions a reality, but we’re confident we’ll do it J
If you’re reading this then you must be somewhat interested right? Use the hashtag #OverdosedGame on twitter and just tweet about stuff, maybe how bad you are at the alpha demo but that’s up to you!
Watch this space for when we kick off the kickstarter campaign...
In Adventure Mode the player must progress through 5 randomly generated levels (each level harder than the last) and fight a boss enemy at the end to complete it. Production on this mode will begin after our kickstarter campaign (more on that soon) and will be the main mode of Overdosed. Every level will be different each time you play with a random generation system, unlike the Arena mode you must hunt for weapons/health/ammo which will be very limited but will be jumped by enemies who will come at you when you least expect it. There will be no camping however as you must find the level exit to progress in a dark, progressively more dangerous labyrinth. I will stress though, the above image shows a prototype so it may not be exactly like that when the level generator is in place.
In other news we are working on our kickstarter page and getting ready to launch out campaign because hey, costs aren't going to cover themselves! But it will give YOU a chance to not only pre-order a copy of Overdosed but get exclusive items and rewards including closed beta access, T-shirts and more! Anyways I'm fully back from my holiday break so there should be more regular updates in the coming weeks :)