v 0.4.8 (modular weapons)
Latest build introduces modular weapons. There are still a few things required to be done (like assembling your own weapons).
In Tea For God you will be able to build a weapon using four types of modules:
- chassis
- core
- muzzle
- node
Only two of these are required to have a gun that shoots. Chassis and Core. Core tells the weapon type (plasma, ion, lightning etc). Chassis is the main module to which others are attached to.
Muzzle improves spread, speed and damage. Node adds various functionalities (magazine, armour piercing) and boosts stats (more storage, more damage, faster loading).
So that's pretty basic and familiar stuff. Of course, gameplay-wise each implementation differs, there are (or not) bonuses for using particular things etc.
What I want to try with Tea For God is to heavily use procedural mesh generation and make it visible. Core part won't be visible on its own but will alter how other parts are combined will add extra details, mechanisms etc. To make it really visible, I want to do something that... Well... I want to make cores degrade over time. I don't want other parts to do that to make it possible for players to keep their designs almost the same - as cores won't differ that much, you should treat them as a usable resource. This way I should have:
- Make it visible that weapons are not just a bunch of meshes put together but have a bit more.
- A usable resource that you should keep track of. The cores won't be hard to find. It may also encourage to use a different type of core.
But back to the procedural generation.
I created four different chassis models. Three different muzzles. Four different nodes. But there's one thing that benefits from the way I created them. Without any extra work, the system can shape a muzzle or a node as a rectangular, triangular or round. They also may easily be resized to match weapon's damage, storage etc. Also, any smaller addons, like sight, rails, small attachments are really easy to add. There's just one of each but they were created just as a proof of concept. And there's just one material set that is used right now.
There's just one weapon that is sort of animated.
And I have so many more ideas for both guns and nodes. But first, crafting. And a new weapon type.
Oh, I should add some kind of a shooting range where you can spawn random guns, enemies and try out different things.
Files
Get Tea For God
Tea For God
vr roguelite using impossible spaces / euclidean orbifold
Status | In development |
Author | void room |
Genre | Shooter |
Tags | euclidean-orbifold, impossible-spaces, Oculus Quest, Oculus Rift, Procedural Generation, Roguelite, Virtual Reality (VR) |
Languages | English |
More posts
- performance of a custom engine on a standalone vr headsetMar 27, 2023
- "Beneath", health system and AI changesFeb 16, 2023
- vr anchors and elevatorsJan 16, 2023
- v 0.8.0 new difficulty setup, experience mode, new font, performance updateDec 15, 2022
- performanceDec 02, 2022
- getting ready for demo udpate, scourer improvementsNov 15, 2022
- new difficulty + insight upgradeOct 31, 2022
- release delayOct 20, 2022
- loading times and early optimisationOct 17, 2022
Comments
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I'm not a big gun guy, but this procedural approach really interests me.
I really want to write a more lengthy dev log post. This is a good topic :)