applecinnabun

fatigue elemental raccalope

  • they/she

game dev/sk8r grrl/guitar/flute/tree liker/indie game obsesser/basic autumn bitch. working on hoptix!

<3 @static-echo <3


play the latest (free!) hoptix demo!
sonicfangameshq.com/forums/showcase/hoptix.1948/
hoptix on twitter (not active, some cool dev posts there though)
twitter.com/hoptixGame
profile pic by @cottontailcat
cohost.org/cottontailcat
BUSINESS
hoptixgame@gmail.com
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in reply to @CyanSorcery's post:

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)