It has its charm right? I wouldn't mind if we'd see it more often :)
If you liked it, check out the free demo for a full game I am working on for quite some time!
Hey!
Apologies for the late reaction, hope I can still be of some use. The technique that worked very well for me is as follows.
I used a guiding shape to define the base shape of the track (e.g. circle, 8-figure, etc.). This shape was divided into multiple points (e.g. at every 20% of the shape, a point).
The track itself is made up out of small pre-defined segments. These can be as simple as a 5m long straight, or a 5m long 90deg turn. Note that I did not use a grid system.
I then let an algorithm place random virtual segments and finally choose the segment that has the highest score. This score is determined by some conditions, and how close it is to the next point in the guiding shape. This works similarly to A*, but contains a more complex scoring system. To make the track a closing circuit, I cheat with the last segment. If it is close to the start, it clamps to it.
Probably the most complex part was procedurally generating the mesh, and an efficient backtracking algorithm.
In the end, by altering the guiding shape, and defining unique scoring conditions, almost any unique track can be generated procedurally. This is all possible without following any grid, meaning it is highly versatile.
Appreciate it! It was indeed not easy and required a ton of trial and error. I planned on writing a blog post to broadly explain the layout-generation algorithm (including some code). Unfortunately, I have not yet found the time for it. Hopefully soon.
For now, I am more than happy to give some tips that have majorly contributed to achieving these results. Let me know!
I won't be adding much randomization, mostly to make sure that the playthrough is equal for everybody.
That being said, I have planned to add a set of (very) difficult challenges which unlock some very fun (secret) stuff.
Depending on how development goes, I might even add some bonus content. This can be compared to CoD WaW its extra zombie mode. However, I can't make any promises yet!
Everything is appreciated! I've already planned some unique sections that break the pacing to some extent. A moving truck could be a fun callback to GoldenEye its first level though.
Regarding the horror playthrough, it will mostly be focussed on psychological horror with lesser action. However, I have planned that you can enable some of the more fun elements in the second (non-horror) playthrough, such as some of the unique enemies.
Really appreciate the feedback! I agree that the game is repetitive with multiple playthroughs. Unfortunately, I couldn't add much more as it was made within 72 hours for the LD gamejam.
I'm currently working on another project. When that is completed, I plan on creating a larger scaled horror game very much like this one. (small confined location, unique story, choice making, multiple endings)
Thats really unfortunate. I did use the HD render pipeline in Unity for some more graphics options to achieve the `time reversal` effect, and several others. However, I did not have the time and capabilities to test the game on other devices as it did run fine on my personal pc. Thanks for the feedback though. Will add some graphics/video options in future (gpu demanding) projects!
Haha very glad you liked the regular gameplay though. I will change the horror a bit for the full game and make it a bit more of a gradual change. Furthermore, I was planning on adding a non-horror playthrough with various challenges after one finishes the game. If you have any suggestions, I would be glad to hear them.