Day 1 Retrospective


"In the grimdark future...there is only bugs!...

...and terrible work conditions.

Get ready to become a Bugbuster! A underpaid space bug exterminator who saves the day when people need him the most. And when I say "people" I mean huge corporations who want to retrieve lost infested spaceships in order to aquire precious technology.

But that doesn`t really matter because you are the hero today! You are a Bugbuster, and you are eager to finish your shift in order to get your paycheck before some space bug kills you. You know that the last guy died horribly, but at least you got his position now! Also, your company doesn`t offer life insurance, keep that in mind.

Bugbuster is a Roguelite FPS where you kill aliens and try to get a living in this dystopian grimdark future where labour laws are a myth of the past."

Hi everyone, hope you enjoyed my little pitch for this game. It's my entry for the 7DFPS and PROCJAM. I guess I've been watching too much starship troopers and playing too much warhammer 40k and scrolling a lot around the facebook group "Dystopian events repackaged as feel-good stories are really getting old." so I've decided to do a game about this lol. I will try to do this gane completely by myself using just the infinite knowledge resource around the internet, and some external music and sound as well.

I've also decided that every morning I will upload what I've done in the previous day and explain my process here in this devlog. It will be a good way to wrap in my head what I've done previously so I can keep focus as well.

So yesterday everything was going quite well in the beginning, I just focused on having the player movement and shooting done, and there is tons of tutorials and resources on that on the internet so it was easy. Then I decided to move on to create some procedural rooms. I've done some modular 3d pieces to create the visuals of the rooms and started coding the procedural level generation right away.

And.It.Was.Hell.But fun.

I've been trying to find some good resources on how to do a procedural room generation for 3D games but all I've found were 2D stuff. I've found some stuff regarding 3D procedural generated dungeons using a bunch of different crazy alghorithms but none of that fitted what I wanted. I just wanted random rooms, not creating whole dungeons from scratch.

The 2D resources I found were great, but had different approachs to it. In one the generator created all the rooms at once and deleted the ones overlapping, in the other method the generator would move around creating dungeons until it reached a desired distance, if it moved somewhere already with a room, it would move somewhere else. I tried both but sticked with the later because it fitted better with what I wanted.

But to follow this method I had to switch everything from 2D to 3D. Getting the axis was easy, I just switched everything that was on Y axis to Z axis and every physics2d to physics. But then I ran into a problem with overlapcircle2D which is quite different from its 3D cousin, the overlapsphere. 

While overlapcircle2d is binary(either something collided with the circle or not) and can fit in any loop nicely, overlapsphere returns an array of possible collisions so I had to turn this array into something useful and it took me quite some hours to figure it out. 

In the end it was something obviously dumb such as using the array's lenght and comparing it to zero, if it's different than zero, then you had a collision. Duh.

After that was done I Just slapped my 4-way room in the generator just to see some cool rooms being generated, even if they are just the same clones, and builded that for you guys to play around. Next step is to make the rooms properly connect and close and add some enemies to shoot at, I think I can get it done today. Well, I hope, at least.

Happy bug hunting, and prepare to overtime.

Files

BugBusters v0.1.zip 17 MB
Dec 05, 2020

Get Bugbusters

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