Random level generator is coming soon!
Hello again after a few months of silence - I'm still here, and so is Hidden Deep! What's going on, and why has it been so long without another update again? Well, once again I fell into a trap I've fallen into more than once with Hidden Deep. It usually goes like this: first I a
Hello again after a few months of silence - I'm still here, and so is Hidden Deep!
What's going on, and why has it been so long without another update again?
Well, once again I fell into a trap I've fallen into more than once with Hidden Deep.
It usually goes like this: first I add something new, like a new monster or a new level, and then I decide that it's not enough for an update. If I add two or three new monsters, it still feels weak, because everything else would basically stay the same, and you'd have to replay the same levels just to encounter them. If I add two or three levels on top of that, it's still not really much - maybe two or three hours of fun, but nothing too exciting.
So I decided I needed to deliver something better, more interesting.
Last time, that was multiplayer. This time, it will be... a random level generator.
At first I was afraid of this, because Hidden Deep is a pretty complex game with a lot of systems and possibilities. But it turns out that it can be done.
So, it's time for a bit of hype. Here’s what you can expect soon:
Random levels, from small ones to huge ones
Random scenarios
Random secret areas containing valuable items
New monsters
New environmental objects including machinery
A new game mode, somewhat inspired by extraction shooters - I'm still working it out, but the idea is that items you collect can be used in future levels
Playable in both single-player and multiplayer
So don't worry: the next update IS coming. I know the updates haven't been coming as fast as they should, and I truly appreciate your patience. Those of you who have been following the game for longer know that, sooner or later, I always deliver a new update.
Cheers, and see you soon!
Luke


Since the framework I am using doesn’t bring much to the table in regards to net code and all the strings that are attached to multiplayer infrastructure, there’s a lot of tinkering, trial and error and, admittedly, sometimes frustration. Not to mention that testing a multiplayer setup as a solo-dev adds another layer of difficulty to the task - Did I hear someone say (upcoming) playtests?
But things are going forward, and I am positive that we take some of the next steps together soon. So stay tuned, you’ll be the first to know when it’s time to grab your friends and go exploring together (and let them drop off a cliff, probably).
Best regards
Wookie
PS: There's also a little update attached to this news, which contains small improvements and fixes that came along during the work on the multiplayer mode. Please see the changelog below: