Movement is very important in Exon. Beyond merely getting around you’ll need to keep moving to avoid attacks and get the drop on your enemies, and you’ll want to explore to find alternative routes and secret bonuses.
Although it is operated top-down, it is a game in full 3D — height is important for exploration and all the mild platforming that will entail. That, however, made the logic that controls movement very very very complicated.
Can you guess what’s coming? I think you can guess what’s coming. I just rewrote my core character movement system!
Being able to build big plaps of landscape is one thing, but earth is nothing without water.
Water is one thing I do not miss from my Warcraft III days. It was at a fixed level (give or take some dodginess), it didn’t flow in any particular direction, and it had very little impact on gameplay. The best rivers were pure decoration constructed from massively skewed waterfall models.
No, it’s time for me to break free and do rivers properly.
I mentioned in my last post that when I first tried to make hand-crafted levels, I lacked the tools to make it work; hence my slide into the clutches of procedural generation. So what’s changed?
Why, I’ve started to reimplement the Warcraft III terrain editor.
The Worm Ouroboros, that forever eateth its own tail. That’s my development cycle.
I spent a year and a half, maybe even two years, building Exon as a procedurally-generated dungeon crawler. Over that time I rewrote the level generator at least six times, edging ever closer to a system that would actually make nice playable levels and not be insane to extend and tweak.
Then I decided it was time to finally attempt natural cave levels to break up the bunkers, and the whole thing fell apart again. Feeling that the near-constant rewrites of the level generator suggested a more fundamental problem with my approach, I have decided to change direction.