A little peek behind the curtain on Cosmogelica's infinite scrolling...

Plural Collective | ΘΔ& | Game Developer | She/Her | Pan/Demi | 37 | California
🦊Roxy, the programmer
🐭Mika, the artist
🪐Willow, the musician
🦨Ashe, the girl who gets things done
🦝Coco, the generalist
Links and More
https://cyansorcery.carrd.co/
Commissions
https://cyansorcery.com/commissions.php

A little peek behind the curtain on Cosmogelica's infinite scrolling...
OK the procedural background layer generation is BRILLIANT honestly. I never thought of doing it that way and i totally should
like one of the things i've always struggled with with my shooter projects is "how to make good effective backgrounds without requiring a ton of manual painstaking and brittle work" and, well, that is certainly one approach to take that still looks really nice and provides some degree of infinite variety within a tileset, and is also very flexible with lots of different ways you could structure levels. Nice work.
yea!! I really should make a video about how the game uses a bunch of chunks to build the level. The ground units that appear on the chunks allow me to have hand crafted level elements, but presenting them in a random order and having variance in enemy spawn based on difficulty allows it to feel fresh every time (I got the idea from Finji's Overland, where you get a ton of hand made stages, but there's a bunch of randomized elements on those stages, meaning you get cohesive level design but also a fresh experience with each run)