Re: Containment Breach Unity Edition (2016) - General build v0.3.1a is out (1/8/17)

#295
zornor90 wrote:
ReptileMonster wrote: Very creepy. I can see this fitting well for 1499's dimension. Will the buildings have collision?
Thanks! Yes all buildings have collision. I also plan on adding some more, especially some to fit the events described in the documentation for SCP-1499 (weird creepy church). Might be able to find some items / SCPs too, randomly
I think one of the buildings near by when you first enter it in a new save is the church. maybe you can add an event like the one described in the document with that giant worm.
:duck:

Metroid construction: http://forum.metroidconstruction.com/in ... le;u=40862

Re: Containment Breach Unity Edition (2016) - General build v0.3.1a is out (1/8/17)

#296
ReptileMonster wrote:
zornor90 wrote:
ReptileMonster wrote: Very creepy. I can see this fitting well for 1499's dimension. Will the buildings have collision?
Thanks! Yes all buildings have collision. I also plan on adding some more, especially some to fit the events described in the documentation for SCP-1499 (weird creepy church). Might be able to find some items / SCPs too, randomly
I think one of the buildings near by when you first enter it in a new save is the church. maybe you can add an event like the one described in the document with that giant worm.
Yeah that's what I'm going for!

Getting much closer to being finished with the new, custom worldgen algo (graphs and DFS for the win) as well as the map previewer.

You'll be able to try out different seeds within different parameters, and then actually create a game using those parameters - default game will still use base parameters
Here's the same seed with one parameter (distance between rooms) set to 3 and then set to 1.
Image
Image
Hopefully this will help people experience the game as they like it, being able to play with sprawling huge mazes or with small, cozy maps.

Re: Containment Breach Unity Edition (2016) - General build v0.3.1a is out (1/8/17)

#297
zornor90 wrote: Getting much closer to being finished with the new, custom worldgen algo (graphs and DFS for the win) as well as the map previewer.

You'll be able to try out different seeds within different parameters, and then actually create a game using those parameters - default game will still use base parameters
Here's the same seed with one parameter (distance between rooms) set to 3 and then set to 1.
Image
Image
Hopefully this will help people experience the game as they like it, being able to play with sprawling huge mazes or with small, cozy maps.
Looks much better then the one that we currently have to deal with. this may make the process so much less stressful!
:duck:

Metroid construction: http://forum.metroidconstruction.com/in ... le;u=40862

Re: Containment Breach Unity Edition (2016) - General build v0.3.1a is out (1/8/17)

#298
zornor90 wrote:
ReptileMonster wrote:
zornor90 wrote:
Thanks! Yes all buildings have collision. I also plan on adding some more, especially some to fit the events described in the documentation for SCP-1499 (weird creepy church). Might be able to find some items / SCPs too, randomly
I think one of the buildings near by when you first enter it in a new save is the church. maybe you can add an event like the one described in the document with that giant worm.
Yeah that's what I'm going for!

Getting much closer to being finished with the new, custom worldgen algo (graphs and DFS for the win) as well as the map previewer.

You'll be able to try out different seeds within different parameters, and then actually create a game using those parameters - default game will still use base parameters
Here's the same seed with one parameter (distance between rooms) set to 3 and then set to 1.
Image
Image
Hopefully this will help people experience the game as they like it, being able to play with sprawling huge mazes or with small, cozy maps.
Wow, looks great! Are the bigger maps then just filled with more/longer hallways?

Re: Containment Breach Unity Edition (2016) - General build v0.3.1a is out (1/8/17)

#299
ME2 wrote:
Wow, looks great! Are the bigger maps then just filled with more/longer hallways?
Thanks! And correct, the hallways are increased
There are several parameters so far
1) Distance between sectors
2) Distance between rooms in sectors
3) Amount of rooms per sector

You can choose a static number or a range (say like, 3-5 rooms per sector)

The default will be smaller maps, probably with 1-3 hallway distance. I'll have to see what people prefer!

I'll definitely be looking for feedback, and there will be a lot of tweaking to make as I move forward. The nice thing is that this is fully Object Oriented now, and will scale infinitely with new rooms added by devs and modders.

Re: Containment Breach Unity Edition (2016) - General build v0.3.1a is out (1/8/17)

#300
Hello there...

Seeing how far that project has gone, i must say i'm really excited, and scared at the same time (that it actually never sees the light).
But for some reason, i have faith in you.
You can definitely count on me for feedback & testing (even heavy stuff).
I'll keep on monitoring this as often as possible.

Keep up the good work !

love =]

EDIT : I'll do my best to unlock enough time in the days to come for a deep 0.3.1a test.
Last edited by xhul on Sat Feb 18, 2017 7:19 pm, edited 3 times in total.