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Spire: Procedurally Generated Fantasy FPS from the Dustforce Devs
Spire
Ever heard of
Dustforce? It's pretty sweet. Now the devs are making Spire, a game about ascending a tower. The tower is randomly generated and you have to explore it, find secrets, figure out awesome weapon combinations, and marvel at what will undoubtedly be some pretty neat graphics.
Each week you will also be able to compete for a high score on the weekly randomly generated spire (everyone gets the same spire for the weekly challenge) so that's cool.
The goal is to, among other things, "make Spire a game where it's fun to watch extremely skilled players as they sprint around dashing off walls while switching items and combining their effects in clever ways. It's a joy to
watch really good Quake 3 CPMA players, to see them combine trickjumping and weapon switching to pull off majestic moves - we want to let people achieve comparable levels of skill." They did the same thing for Dustforce so hopefully they can pull it off here.
No word on release date but they are using Unity and will release for Win/OSX/Linux.
+8
Posts
Dustforce is amazing fun, and better than Super Meat Boy. I look forward to being blown the fuck away again.
So when I was reading the stuff about speed running, trick jumping and skill shots in the OP I got a really big boner. Randomly generated environments are another thing I get a huge kick out of. It was a big draw for me in Receiver (as well as the crazy detailed gun handling), so I look forward to seeing more of that sort of thing.
And the fact that they are going to use seeded procedural generation to create the weekly challenges is just a super sweet idea.
This is a game that can potentially hit most of my sweet spots in one shot, and I'm hungry for it.
PSN: SirGrinchX
Oculus Rift: Sir_Grinch
A lot of great stuff is being done with procedural generation these days. I mean, if you are concerned that it'll create a bunch of samey feeling stuff, then yeah that's a problem if you rely on pure procedural generation. But there are other approaches to using that technique in combination with hand crafted assets that can generate a lot of cool stuff. Receiver uses this method and it works pretty damn well. A Valley Without Wind used the pure procedural generation method and the levels showed it. Just kind of homogeneous and in some cases odd. It's something that Arcen struggled with. With the sequel, Valley 2, they are taking the approach I mentioned above. They are handcrafting level slices and using a guided procedural generation process to stitch them together and populate them within certain parameters. It's still in beta so it's not quite there yet but what it's putting out feels pretty good so far, and will be refined over time.
Something tells me that this combination of handcrafting and procedural assembly within guidelines is the way that this Spire game will go too. It only makes sense, they are really good at level design from what I've seen of Dustforce. It'd be a shame for them to waste that talent and go for pure robot generation.
If they can harness 1/10th of even vanilla Quake's goodness then this game will be great, even if I also think procedural generated stuff is meh to the nth power.
I've always wondered how fan's of games like Mirror's Edge would take to Defrag, which is basically a free(ish) puzzle-platforming game that has been getting regular content updates for over 10 years. It even has online leaderboards and such.
This quote does give me some hope: "We're not that concerned with the casual versus hardcore issue," Nye answers. "We feel that a gamer's skill can scale indefinitely if they're not coddled by the game, and want to continue making games that force the player to improve rather than placating players who are bad."
Anyone want to beta read a paranormal mystery novella? Here's your chance.
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Honestly this game has me very excited in it's concept. The big 'but this might suck' thing comes from the procedural stuff. Don't get me wrong, I'm usually all for it as a great way to extend content when done well and mixed with hand crafted sections. Just it doesn't make as much sense in my mind for a flow based platformer.
I am loving the art style for this
I haven't played Baroque, but is that anything like how Minecraft's classic/simple lighting works? Because I love that style of lighting. I tried looking up some baroque screens for reference, but couldn't draw any conclusions from them.
http://www.youtube.com/watch?v=m5DMih1oOJU
All though it could be if a bro is into roguelikes. I got no problems with bros. Dude.
I hate that Spire is so far off. I really want to play this.
Houndeyes
"Character progression in Spire takes the form of jewels that players can apply to either hand, upgrading the items in the right or left category. It’ll be necessary to choose wisely depending on the spire you find yourself in."
(via the tumblr)
PSN: SirGrinchX
Oculus Rift: Sir_Grinch
I am hungry for more real info. These dribs and drabs are soul crushing.
I do enjoy purple, though.
Anyone want to beta read a paranormal mystery novella? Here's your chance.
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Like love.