There was no further news reported about the RASARRA. Everyone went on with their lives. No one looked into it. Do you want to know more?
The RASSARA, as with the Dross, was fired upon and the resulting explosion flung the debris through space. The debris was scattered. Some fell onto ESE & OCI Planets, lush with flora and fauna. Endless fields of grains and the families who worked the land. the deepest oceans...
The dark sinews of the nest travelled into the crevices of the worlds, and rested. gaining sustenance of the soils it touched. Years later, the little fingers reached out, that seemed to pull closer as if it wanted to touch you.Deep down, the glowing yellows filled with liquid ADRINA that would glow in darkness.Then came the tall spires that began to push up towards the sky.
The spires poured out spores as they grew taller, and the spores were taken to the wind.
They wondered if it was snowing, but a few who were curious, maybe with a sniff and a taste, found it better than over the counter ADRINA and even those ADRINA++ that stuff needed a prescription.
The local inhabitants found a near endless supply of ADRINA and consume them unrefined and raw. Those who did, and there were many, experienced an extreme calmness, clarity and incredible boost in all aspects, as with the controlled, refined ADRINA that had Created from the Pharma Company. But with a near infinite supply, there was fighting in the streets as they madly searched for more and more…
But the Nest, which fuelled itself too with the ADRINA, found itself attacked and the Liquid ADRINA harvested en masse. And those who didn't get enough experienced harsh physical withdrawals that would heat the cells of the body hot enough that they needed to be removed. The doctors Tried their best, but with the ever increasing influx of those needing the help, the people who couldn't be helped soon enough had to do it themselves.
In order to protect the nest, The Dross once again created their soldiers. The small numbers were quickly destroyed and the nest harvested again and again. The Dross soldiers grew faster, in larger number. their carapace thickened and their eyes adjusted to the bright burning light that the attackers of the nest would flee to. Those who died, on either side, was carried into the nest. the lay there and the nest covered them, returning them home.
But, as the attacks became so feirce and fevered, the Dross unleashed themself onto the worlds. Anything deamed a threat was destroyed. And the Dross returned to the nest, with anything and everything of value to their nest.
But after those planets were barren of all organics, nutrients, and moistures, the Dross too started to die. The spores stopped. Leaving just a hollow stump as it crumbled and broke.the Nest retracted back where it started. What energy it had stored left, it hid, and would hibernate until even those stores were gone as well.
All those planets affected were quarantined and even after their deaths, are still no go zones. And those untouched were quick to report any signs of it starting. All the people on those worlds worked together to make sure their planet was clean. There were attempts to hide and try to recreate ADRINA in a controlled environment where an early infection was found. But ultimately those entire planets became quarantined and then no go zones. And people stopped trying to recreate ADRINA.
The memories of the RASSARA incident, and the Dross themselves fade into the past.
You wake up in a single occupant escape pod. The batteries must have finally drained. You cannot see clearly through the once clear hatch. But you know you landed. With the emergency release, you are relieved that the air that flows in is breathable. And you can see clearer that the sun, whichever one it is, is not only up, but very bright. Where are you? Who are you? All you know is theres nothing but dunes of sand for as far as your eyes can see. So, What now?
All these questions are yours to decide.
Good news everyone,
So my artificial level designer is coming along nicely. I haven’t programmed him to need time off, or question my decisions on what I want in the game.
Not only can I not afford to hire someone to make levels for me, I cannot hire someone to create infinite levels for me.
It would also go against me making this all solo. Just saying.
So, for the past year or so I have been building a system that will create a procedural world, which is where the rouge-like element comes into play.
However, I aim to create a full first person shooter style world that will be unique to each player, and said players character for each play.
This would obviously be way too much work to do manually, which is why Im creating a solid procedural level generator to fill this role, and it is going well!
I am just glad that I learned how to set everything up in the Data Oriented Tech Stack, It would take so much longer to generate a world if it wasn’t utilizing all the cores of the CPU
Rooms are now created to fit more of a standard criteria. This means that they will be more uniform, as well as more manufactured to fit within the world, and how it was created. This was rewritten.
Rooms are now set up in a way to make minor adjustments to help fix any exceptions that may pop up that would cause issues down the line, or look visually off.
It doesn’t affect anyone other than me, but I did a fair amount of rewriting how the art placement is being handled, and as such I will have no issue adding more parts and variations of these parts.
I have to add a few more of my existing art bits before I go on to add more. Such as the Catwalks.
Corridors path find between the entrances of the rooms, and required writing a proprietary pathfinding system that I will probably be using for more of the coarse enemy Ai.
The rough found path is optimized and the art theme, as well as the art itself is added after. Id think this was the most difficult thing Ive had to written in my short stint of programming so far.
Themes essentially are like skin packs of art assets, which is mostly for my sanity / organization, as well if I need to change any or add any more styles down the road. This is very important because currently the rooms / corridors only use one or two themes. However, I can add as many more variations as Id like at any time easily, so every part of the level is fresh and the player will be less likely to be lost. Hopefully.
The themes will also connect to their neighbouring areas, as well as be created based on their location in the world.
Modules currently are not doing too much for me, but soon their purpose will come into play. Say, for example, there is a room theme or style that will need a special variation of what is inside it.
like the large ventilation shafts, they will have no floor that the player to walk on, that is a module. They will also have bridge catwalks, this is also a module.
So, once again for ease of use / sanity levels, I would need to create a room, lock its XZ dimensions, and run the Y dimensions top to bottom, and drag the theme for ventilation into it, which would have the module of bridges in it.
So the good news, I now have something that I am actually capable of flexing my art with. I compare it to not having paper or pencil to sketch, but I do have the technical and fine art knowhow, even if I was not able to use them.
Expect a decent improvement to all the art, as well as all things visual in general
and then I am onto the player controls!
As more is added to the game (currently only room generator: 2020), it becomes more apparent I need a newer computer, sooner than later. But slow progress...
Not lots that is visual, and most of what I've done recently has been redoing parts to be modular and more clean and performant, to help as I add more...
Im still waiting for a playable build to be ready when I write my first article, but here is an update, if that describes it better:
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