April 3, 2016 in Gnoblins
I’m back with a new progression video. I had skipped the last month update due to not having something useful to show off. I had optimized the engine and went from 20-25 fps to a stable 60 fps in my test environment. But it is really hard to display the effect of a performance optimization 😉
At last I moved the level generation from a designed and semi-generated approach to the new, completely procedural, in-game level generator. In combination with the reworked sewer level design finally something to show off.
Here is a new video dev-log showing the sewer level generation step for step.