Post Jam work on Bunker Björn
G’day folks!
We come to you today, bearing gifs! And some information about the development of Bunker Björn so far.
We continued work after the jam to give our game a bit of polish. We decided we can’t leave it like that. First thing that was changed was the magic path that shows you the way to thhe exit. It’s unclear yet if we keep it at all but while it’s there, it oughta be fancy!
We also fixed it. It would previously generate wrong paths when the navmesh, which we use to find the path, was broken. Therefore we also fixed enemy pathfinding. It would suffer from the same issues. Alas, not as badly.
We also received some feedback that props should be destroyable.
There you go. It will, perhaps, even make sense to do it some day. For now though you will be able to shoot that stuff for the heck of it.
A bigger behind the scenes change also happened. We conjured up a culling mechanism so your PC doesn’t have to process all the rooms at all times. It would become somewhat framey at level 20. That is no more!
In the next build we will make use of this mechanism to not only improve performance. No, folks. We shall also improve enemy spawning. We have received feedback that, with that rapid fire laser gun, there should be more shooting. And that sounds about right. There will be more shooting.
With the upcoming build. Until then, give the jam version a whirl, folks!
Files
Get Bunker Björn
Bunker Björn
Status | In development |
Author | Game Kombinat |
Genre | Action |
Tags | 3D, Dungeon Crawler, Low-poly, Ludum Dare 48, Pixel Art, Procedural Generation, Sci-fi, Singleplayer, Unity |
More posts
- The ReBunkered UpdateJun 25, 2021
- Building the BunkerMay 23, 2021
- The Pickups UpdateMay 17, 2021
- The Shooty UpdateMay 12, 2021
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