First early testing build is out!


Last + half of this month I have been focusing on improving the procedural generation logic, as well as the AI Behavior Trees. I faced a lot of issues working with Behavior Trees but I've started to understand how they can be used effectively. I made a flying AI using Don's 3D Pathfinding plugin (which was sadly abandoned) and even though it is pretty buggy, it has potential!

Procedural dungeons with Dungeon Architect was the second subject I focused on. I had learned the very basics of it but I wanted to improve how I create the dungeons as well as decorate them more, procedurally. To add, instead of spawning creatures using Dungeon Architect, I made a spawner system instead, and I spawn the spawner system's instead of the creatures. Saves A LOT on performance. Trust me!

Talking about performance... I've had so many issues with point lights in this project I lost count. However they really taught me about optimization. Main lesson I got out of them was to NEVER USE MOVABLE (well, depends actually), always stationary/static and draw distances are very important! However if using static light, draw distances won't work since the light gets baked in the texture, just another side note.

Anyway now that I have some other stuff to focus on, I decided to release a fairly optimized/stable build as the early testing version. I won't ever abandon this project. Furthermore, I am also planning on adding a multiplayer PvP gamemode over Steam to a future build. I'm still in the learning process tho!

Files

dungeon-run-rotg-windows.zip 1 GB
Version 1 Apr 16, 2022

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