Proc-gun (procjam '19)
About
NOTE: Level loads on start/level completion, the game isn't frozen.
An early prototype of an FPS roguelike I'm working on. This build is for the lovely PROCJAM. Currently there is only a single level-type and enemy-type, and the game will proceed endlessly. Planning on adding a lot more variety later. Controls are typical FPS controls, including Q/E leaning. Known issues described below.
Elements:
- Procedurally generated levels
- Relatively low TTK and tactical gun-play
- GOAP enemies (similar technique as F.E.A.R.)
Current proc-gen algo:
- Place nodes for rooms in rows.
- Spawn rooms.
- Path-find hallways connecting between every room in each row with every room in the next row.
- Add perturbations (random empty tiles to provide more cover.)
- Spawn wall tiles.
- Spawn cover objects.
Notes & known issues:
- It's hard to move when you crouch.
- Spawning levels takes a moment. This happens at the start of the game and at the end of every level. I'll add a "loading" screen shortly.
- Double-jumping is enabled to safeguard if you get stuck.
- Enemies currently produce some lag when they lose their target. Destroying them or moving to the next level should stop it.
- Blood-stain decals can be toggled in the ESC menu. Currently disabled because they don't mask onto the level geometry properly.
- Enemies sometimes jump through walls (lol.)