"A real man... oughta be a little stupid." - Ryuji Goda.

Report RSS Sourcerama Devlog #2: Better mapgen, we can get big backrooms now.

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Hello all, time for another funky blogpost.

It's been kind of a pain to find time or energy to keep coding stuff or just work on this project, but in any case I did a bit of progress anyway!

PVS Culling

I mentioned countless times previously, that I wanted to have a system which would optimize the amount of currently existing entities(including walls and floors) by removing/respawning them depending on Player's line of sight.


I also ported the prop spawning and lighting from previous version of the system. It works kinda slow, but I think that's solvable by storing some data instead of generating props over and over. Overall it feels fine and it handles layouts with over 50 rooms just fine.

As a side activity, I also did a tiny amount of coding for dialogue system, because I've been planning to make project be story-based alot.

Obviously, I'm not going to get any voice acting done, not even AI voices or god forbid text-to-speech. Voiced dialogues take hella tons of time, when I can simply use text and just try my best at making a fine dialogue system.


There's been quite a bunch of stuff happening IRL which's been distracting me from modding, but perhaps that's just a normal way to avoid fast burnouts.

a good burnout is when it's a game

and it's a burnout 3 baby.

Now i'm gonna be off for now, see you in next blogpost.

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