The developer log of the game "Io"; a roguelike 3D platformer with fully malleable procedurally generated dungeons.

Apr 14

After some hiatus we finally have a few updates:
In the first image you can see the new pose-system for items in action. Each item can have a pose skeleton that is combined with its user’s (player and monsters) animations.

The second image showcases the early level portal system; generating a portal to the next level at the end of the current one. (please note, lots of placeholder textures in this shot).

Other than that we’re also reworking the item and inventory system, making it more flexible and easier to expand upon, and a spawning system that populates levels with monsters and items, and new controller/movement components for the player and monsters.


Mar 7
Updated rig with fk/ik-switches. ^^

Updated rig with fk/ik-switches. ^^


Feb 28
Worm trouble

Worm trouble


Jan 5

An early showcase video showing some of the new mechanics and ideas.


Dec 17

Here we go, finally getting some time off to animate this fella!

Progress may have been a little bit slow the past months, but nevertheless do we have a handful of screenshots teasing the upcoming changes. We’re hoping to release a new gameplay video sometime in early 2012. :)


Oct 19

A new main character model is currently in the works.
This guy’s a little shorter, and a bit more human-like. :)


Aug 15
Geometry generation from voxel data has now been separated entirely from the main game logic and is parallellized onto several separate threads. This is good because it makes things go super fast and super smooth(them multi-core CPUs will be put to some good use).
Well, we better get some nice gameplay and some pretty textures in there now so we have something to show you next time. Stay tuned!

Geometry generation from voxel data has now been separated entirely from the main game logic and is parallellized onto several separate threads. This is good because it makes things go super fast and super smooth(them multi-core CPUs will be put to some good use).

Well, we better get some nice gameplay and some pretty textures in there now so we have something to show you next time. Stay tuned!


Aug 2

Level generation

Level

Levels are automatically generated using “rooms” created in the editor that are fitted together to create dungeon-like levels for the player to explore. Please note that rooms, models and textures in these screenshots are placeholders.

Debug-smiley :)

We’re also working on a versatile item/inventory system, and monster AI. Both the player and the monsters will be able to pick up and use items. We want to create a unique experience for each playthrough in as many ways as possible.


Jul 25

There, the blog is up and running with a css that’s not a complete eyesore.

I think a small introduction on what we’re trying to accomplish with this project is in order.
What we’re aiming for with Io, is an easy-to-learn, hard-to-master roguelike in the spirit of the indie hit Spelunky.

Our engine is capabable of handling polygon rendered, fully destructible 3D voxel environments. A gameplay mechanic that the player will have to keep in mind and utilise to successfully progress throughout the game.

Io is set in a surrealistic alien world, allowing us to create whatever monster or contraption we can think of! :)

We’re three Swedish college students currently involved in this project; Jarl Larsson(bytegrove), Jesper Oskarsson(redien) and Alexander Brodén(alcabro)


First post! Thought I’d share the most recent development video of the game’s level editor.