Nimbatus is a game where you can build your own drones and deploy them to explore remote planets. On your journey you will encounter extraterrestrial wildlife and find pieces of alien technology you can use to upgrade your drones. The planets are randomly generated, fully destructible and virtually endless in size. The alien creatures you encounter get stronger the deeper you delve into the world. The drone customization is one of the main parts of the game. You are able to build a drone from scratch and integrate newly discovered parts or completely rebuild your drone before you deploy it to a new planet
The response and feedback I got from the gamedev community since I joined Twitter last month, really pushed my motivation to work on Nimbatus. Therefore I have much to show this week.
One of the biggest changes I've made is the addition of procedurally generated enemies. Instead of designing each enemy by hand, I let them generate themselves procedurally out of different parts. This generation underlies some basic rules:
At the moment there are just a few parts I've created to test the algorithm, however it generates already some interesting opponents. Here are some screenshots showing different enemies I encountered on my testing journey.
I completely reworked the planet selection screen by adding a preview of the generated planet instead of the abstract cross section I had earlier.
In addition to this, I've also implemented something called "Risk Level". It controls the minimum level the enemies will have at the starting position. So if you just crafted your first drone it's not recommended to enter the atmosphere of a maximum risk planet, or the fun will be over in a few seconds ;)
There are now multiple item filters available to filter the growing list of items by type. I thought about adding more filters so you could sort the items by rarity or weight, however I think the type-filter is sufficient at the moment. The screenshot also gives you an overview over the different types of items besides the ones generated by the weapon builder.
Here is an incomplete list of the next planned features and improvements without any warranty :)
Please follow me on Twitter if you like to see daily Work-In-Progress screenshots or give me some feedback about the game. (Twitter.com)
Latest tweets from @micha_stettler
Trying to optimize or debug heavily multithreaded code is not a recommended evening activity afer a long day... #gamedev
9hours 40mins ago
Sep 15 2014, 2:48pm
@IG_Enthusiast Thanks. I saw it a couple weeks ago, looks fantastic! Not sure if I can compete with that ;)
Sep 15 2014, 1:44am
@IG_Enthusiast At the moment not, sorry! It heavily depends on how much time I'm able to free for gamedev. I'll keep you updated :)
Sep 15 2014, 1:39am
Sep 13 2014, 6:56pm
Sep 9 2014, 4:29pm
@DomdomHaas Looks like a nice addition to my editor, thanks :)
Sep 9 2014, 3:58pm