A game about exploring caves and killin beasts.
In this game you explore caves and and try to survive against huge wave of monsters.
Mine crystals and gather resources for better chance of survival as you go deeper and deeper in the world
This is a rogue-lite so death will come sooner than you think.
the world is generated with and on the GPU, it's based on the isosurface algorithm.
everything form the noisefield to the triangles is GPU based.
up : Z
down : S
left : Q
right : D
Jump : SPACE
F1 : TP TO SPAWN
F2 : TP TO BOSS
TAB : SPAWN SPIDER
the world generation plan (branch: worldgen):
- Worldgen done with marching cube algorithm
- 3D noise for caverne and overhang
- procedural generated mesh
- Marching cube done in compute shader
- biomes and structures
- user interaction with the terrain
- frustum culling
- save and load chunk from files
- cel shading for rendering
- triplanar mapping
Developpement roadmap for this part :
- Player physics and controls
- FPS view without gun clipping
- Gun animations (idle, run, aim, reload)
- Shooting with raycast
- Game manager (Work In Progress)
- Gun magazine (actually named Gun loader but it will change)
- Resource types
- Resources stock in a scriptable object singleton automatically created from existing resource types(work but there's some bugs)
- Resources selection menu to charge the gun
- Gun resource gauge (There's some bugs to fix)
- Player life gauge
- Player hit direction marker
- Player statistics (life, stamina)
- Player can damage enemy
- Switch weapon (gun and pickaxe)
- Pickaxe animations
- Can collect resources with pickaxe
- Inventory
- Artefacts ammo per types (grenade-launcher, flame-thrower, machine gun)
- Consumables (life potion)
- Artefacts utilitary (shield with an energy gauge, compass ,rope)
- IA enemy player-like