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That was incredible! I am very lost. I would love to know what the internal model of the level is.

Thanks! The world world consists of nodes, with information about which nodes are their direct neighbours. Every time the player moves between 2 nodes, it loads new nodes just outside vision by recursively checking the neighbours of the current node, and it unloads the ones no longer visible. A new levels is procedurally generated when you flip the last lever of the current one, which then gets appended to the end of the current level.

That sounds a lot like the way I made my own non-euclidean game! Except instead of procedurally generating it, I made it all by hand. There was no way I was going to make gravity-based puzzles which depend on the orientation the camera is when the player enters the room procedurally. It is also not the longest game out there...

I think I would like to perhaps expand on that world (without the 64x64 jam restriction) and make an even more insane world to put a non-euclidean RPG into. Maybe even make certain sections as close to homogenously-curved as possible, a la hyperbolica's very authentic hyperbolic worlds, instead of just this tiles-stitched-together "manifold" stuff. There are lots of possibilities to explore.