Those of you who’ve played the demo might have noticed another mode called the MAZE and this is what we’ve been working on for a while now.
The MAZE is a mega structure that changes every time a mist hunters enters it. The goal is to get to the mysterious power source that holds the MAZE together and destroy it. But it won’t be easy. Every time you die you’ll be thrown back to the MAZE’s doorstep.
Drawing inspiration from games like Hexen, Heretic and Quake, we wanted our levels to have a similar labyrinth-like structure. So, we’ve started with a toolset that would allow us to create open semi-procedural levels with secrets, key locked doors and monster closets.
This is how it works. We design a number of level chunks, place enemies, pick-ups and secrets in those chunks. Then we create templates, basically make a diagram of how those chunks should be put together. Usually, in other games of this genre this step is giving out to the algorithms, but this approach gives less control over the flow of the level.
There is just a handful of level chunks, so I just put them arbitrary together to show how a most primitive template is being made.
This is how it looks in the editor, when a level is being generated using the template.
And how it looks in the game
This method takes more effort and manual work, but I think the end result is well worth it.
Along with the toolset, we’re also working on the MAZE’s first world and its boss. Yes, there are going to be bosses.
And this the first one you’ll have to face in the MAZE.
The Lord Gizzard – the king of void looters and Feru Mist junkies.
I don’t want to give away his attacks, I’ll only say that he has more then one phase.
Stay tuned for more news.
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