working on shader effects, which means getting regularly flashbanged and oftentimes getting your GPU so angry at you that it produces something insanely cool that you can never replicate intentionally. see below:
another important feature of runtime level generation is that most level features can be setup to change position. trees, bunkers, and especially the pin can all shift slightly between runs.
you've got to adapt to the environment to find the best path!
and here's a demo playthrough of the course! a pretty long par 4 with some tough approach angles.
here's the full timelapse for the previous course at 20x speed
here's a 10x timelapse of a level being made. our custom level design tools help speed up the design process
this is just a first pass figuring out silhouette and spacing. more to come later!
the courses in the game are run-time generated, which allows for some cool on-the-fly modifications. gotta have mods in a roguelike.
some old (but good) terrain generation testing footage
check out this sizzle reel! (that's what you call it, right)
other times you will get shafted by fucking bullshit man how did that miss
sometimes you get the easy putts
posting has, unfortunately, begun
trying out new "time of day" lighting & environments.