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

Posts tagged io

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.