Collisions and Cosmetics – v1.87
Version 1.87 released: as usual, to be found on the information page. Major changes in this version include a newer, less degenerate collision engine. The player now collides with surfaces, instead being manually bound to a certain volume. Also, steps have been taken towards making the corridors more visually interesting. This means adding chamfering to […]
In: Uncategorized · Tagged with: architecture, collisions, cosmetics, exploring, Megastrata, procedural content generation, screenshots
Concept and design – a patchwork approach
In lieu of proper concept artwork or mock designs for a potential finished project, putting together photos discovered on Flickr has become a windfall of concept design. Using Flickr’s new Gallery feature, I have put together a few megastructure explorations. These are built from other users’ photos, but represent a larger structure that crosses space […]
In: Uncategorized · Tagged with: architecture, concept, design, flickr, found artwork, game, Megastrata, megastructure, noiseviewer
Junctions and Overhauls [version 1.84]
The NoiseViewer has come a long way since its inception some months ago, but there is still much to do. The code is about to undergo another radical reconfiguration, this time extracting ourselves from the original 2d-oriented architecture, and cementing the World object as master over 3D entities. The “ConnectingBoxes” layer has been retired, having […]
In: Uncategorized · Tagged with: 1.84, architecture, boxes, code, connectivity, disjoint sets, noiseviewer, procedural content generation, redesign, structure