Gigastructure

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Created for 7DFPS/PROCJAM 2020!

Explore a large procedurally generated artificial structure, with the help of a handy grappling hook. There is also an optional objective of destroying the harmful turrets which are disrupting the local flora, but it's not fully implemented.

Inspired largely by the early structures in the Blame! manga. I wanted to capture a feeling of being lost in endlessly branching monolithic architecture. I personally find the idea 

comforting somehow. 

I'll try to push out a post-jam version in a bit, to make things more user friendly but also to expand on the design. Enjoy!

Generation algo:

  1. Generate spaces.
    1. Place primary (vertical circulation), secondary, and noise nodes. For each subsequent floor, place some primary nodes above primaries from the lower floor (to be used as vertical circulation.)
    2. Create connections between nodes and their closest 2-3 nodes. Also connect relevant primary nodes.
    3. Pathfind these connections.
    4. Carve out small and large volumes randomly.
  2. Assign "biome" values to spaces using 3d perlin noise.
  3. Instantiate & orient architecture prefabs for all spaces, mostly based on biomes.
  4. Instantiate enemies and props mostly randomly.

Controls:

  • Hold right-click for grapple hook.
  • Left-click for gun (just for shooting turrets).
  • F for flashlight.
  • G to shoot out flares/glowsticks.
  • WASD movement, SPACE for jump, hold LEFT SHIFT for run.
  • BACKSPACE to generate new level.
  • ESCAPE to quit.

Known issues:

  • It's possible to spawn in an area disconnected from the main structure. If so, I would suggest to hit BACKSPACE to generate anew.
  • Falling through the level geometry is possible if you fall fast enough.
  • May be a bit unoptimized. It's using Unity HDRP so it also may not be usable on certain systems (not sure.)
  • Controller is a bit floaty and strange at the  moment.
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starmote
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System requirements for PC

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Last Modified: Dec 18, 2020

Where to buy

itch.io