Hey everyone,
Lex here.
I recently updated the game's store page, and included the main features of the game in the description. But it feels like it's not sufficient, so I decided to talk about some of them in more detail.
So, let's talk about procedural forest
Obviously, there are tons of games with procedural generation nowadays. How's Mycelium different?
Well, when I started developing the game, the picture I had in my head had to face the reality and the limitations not only of Unreal Engine but also of the general rules of gaming. I wanted it to look as realistic as I could and 100% procedural but I also had to bear in mind optimization and gameplay. That is why making the forest took me around 6 months which is roughly 1/3 of the total development time.

Here's what I've managed to achieve so far:
100% runtime randomness. No tree will ever be at the same spot where you've seen it before.
The size. It is huge enough to easily get lost but not frustratingly huge.
Biomes. The forest has several of them with their own ecosystems that also influence the gameplay. Some things/places can only be found in those biomes.
Mushrooms. Those are an essential part of your gameplay, so they follow sophisticated algorythms which should make you always excited to find some.
Weather. Dynamic weather influences the overall look and atmosphere of the forest. Besides, it also affects your gameplay. While events are random, they also change and depend on the weather.
Locations. I try to make them recognizable and memorable but also as random as possible, so that finding one will always feel different.
Optimization. I should confess - low-end PCs might have some problems that can only be solved by using FSR or DLSS but it's been a long way and I am really proud of the stability I've achieved here.
That's it for now. Stay tuned and don't forget to wishlist the game!
If you have questions or suggestions - always feel free to join our Discord
