It finally felt like I have something within reach. There was a lot more work to do on fine tuning the ‘sewing machine’ level generator and adding in all the different variable options for each array ‘thread’. So, the perfect time to completely...
The game feels like it has made a huge leap since the early days of the first prototype. I also threw together an equally pixel art UI and tried out a shader that would keep sprite textures within a pixel grid and prevent the low resolution pixels in sprites from...
It was finally time to look at the level generation. There were several things on my mind when thinking through the process of level generation and the requirements the end result would require (also I love lists): No too heavy from a performance perspective. Can...
With all of these new foreground terrain sections ready to go the scraggly background mountains were looking a bit too out of place for me to leave them alone. Getting a clean, believable background parallax effect was something very important to me. Classic games...
It was going to be important to strike a balance when creating the terrain for Outpost Recon. I needed a selection of section types to create engaging levels, a number of variations on each section type so that they didn’t feel repetitive and finally they needed...
The system to generate levels was going to be one of the more complex items to tackle for me and a cornerstone for the game as whole. Which is exactly why I put it off for a while and decided to start creating some nicer graphic assets which would be closer to the...