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Into The Vortex
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Devlog
Dijkstra's algorithm
November 24, 2020
by
Desolate Sole Games
#difficulty, #Dijkstra's
Many will already be aware of Dijkstra’s algorithm for path finding, well I’ve now implemented this in the game. If you’re unfamilar then take a look at the wikipedia article https://en.wikipedi...
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Another revision of the scoring system
November 08, 2020
by
Desolate Sole Games
#difficulty
Following on from the scoring stars, I have adjusted to use a take on both the old and the new system, using oxygen to represent moves remaining and then allocating stars based on performance. This me...
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All about level progression
October 28, 2020
by
Desolate Sole Games
#difficulty, #maze theory
The best thing about the last version of Into the vortex was finding a level that felt like a challenge to play. If you got lucky and found a generated level map that had just the right number of dead...
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New assets, camera and render pipeline
October 19, 2020
by
Desolate Sole Games
#Assets, #Graphics, #Game polish
This project has been in progress in one form or another since December 2018 (albeit paused, binned, rewritten entirely, shelved again, and so on, since then), I spent a few days revisiting the look a...
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Difficulty curve refined
October 12, 2020
by
Desolate Sole Games
#difficulty curve
After some play testing yesterday with a difficulty rating of 0 - 100 it became obvious that basically that rating was too far reaching, and too easy at both ends of the scale, so this has now been re...
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Difficulty curve
October 11, 2020
by
Desolate Sole Games
#Difficulty Curve
Core feedback so far suggested the difficulty curve was far too random, during play testing this exact same feedback arose. The main reason for this is the random procedural nature of the levels, duri...
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