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Working on new path building/level design tech

Project Gilgamesh
A downloadable game for Windows

Up until now the game has mostly used procedural generation for the paths the player runs on, where the procedural generation analyzes audio data and tries to match the slope/curve of the path to fit the current intensity of the song.

This approach isn’t terrible, and might make for a good place to start with any level, just to get ideas and a sense for what’s possible with a given track.

But it’s not super useful when you want to deliver a story or make sure that there’s a certain emotional impact tied to specific moments of the song.

That’s why I’m now working on some tooling to help me design custom tracks/paths that will allow me to strictly define what the path should look like at every moment of the song, and this will be a huge factor in the story mode/campaign.

Some quick screenshots of it below.

In my ideal world, I’d like to ship some version of this with the game to help modders and people who want to design their own levels. Fingers crossed!

Download Project Gilgamesh
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