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Rebirth

Rebirth is a game about survival. The world is in shambles, shattered to the core due to a mix of mysterious events. The air is barely breathable, society has crumbled, governments have been toppled. What will you do, when your way of life no longer exists? Will you survive?

Features

  • Persistent world
  • Living, breathing eco-system
  • Survival based Gameplay
  • Horror elements and immersive atmosphere
  • Third Person ranged and melee combat
  • Rebuild society and craft your own buildings and items
  • Meaningful death
  • RPG elements
  • Stylish action and gun play
  • Social game play dynamics: Your most dangerous enemy may be humanity itself. Will other players help you, or hunt you?
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Procedural Terrain Generation Procedural Terrain Generation Procedural Terrain Generation
Blog RSS Feed Report abuse Latest News: Long update - Procedural Terrain generation!

2 comments by Rico21745 on Mar 27th, 2013

So it's been a while. Sorry about that!

I've been super focused on the game and trying to get work done every day after I get home from the day job. Little by little, the game is really starting to take shape.

There are some rather large systems I've been working on in the last few months, which really are hard to show to people since some of them are tweaks, others are complete re-writes (woe is me, I always have to fight temptation to re-work stuff when I feel something isn't up to snuff). Things I've been working on like the camera system, horror... stuff, a lot of internal tools to allow the team to produce content so that we can start getting cranking on some more sorely needed content for the game.

Here's a short list of the things I've been working on, cutting away the other less meaningful stuff to external folks:

  • Procedural Building generation - Some large improvements here.
  • Procedural Terrain generation - We can now create huge, seamless, procedurally generated terrains at a whim. My goal is to integrate these into the game so that when you start a new game you get a brand new world every time. Currently I'm generating the worlds in our editor, but my goal is to later build it into the game.
  • New Camera - It's still very much a work in progress. This camera works a lot more smoothly, uses physics and has some more advanced capabilities like mouse smoothing, acceleration, post process effects, etc.
  • New enemies - We'll show these guys soon. I'm still working on getting them ingame, I'd rather show them to you in video form :-)
  • New environments - You will see these, coupled with Procedural Building generation 2.0 next update probably. I'm SUPER excited to show you the work of our new artist, Braiden. It's a marked improvement over some of our current indoor environments.
  • A Menu system - For the longest time, we have worked without menus of any kind. What I built is a little rudimentary since I find it hard to motivate myself to work on menus when there's bigger stuff to work on, but this is all part of a push on my part to get a good vertical slice of the game ready this year for a potential alpha. When it's done!
  • New abilities - The ability to throw rocks to distract enemies, for example.
  • New Events system - Allows us to create events using our editor, such as horror scares and such. A key component. It also allows me to randomize the chance of these events... muahahaha!

Today's Juicy update

So I managed to pry myself away from work to show you guys some WIP shots of our procedural terrain generation. These terrains were created 100% procedurally, no artist touched them, it was all automated and created by a series of variables. Notice there are no buildings and such placed, that's the next step!

The key importance here is really two-fold:

  1. It creates endless possibilities by allowing us to create endless amounts of randomized levels and terrain types, thus expanding replayability.
  2. It allows the artists to focus on creating 3d assets for the game. Our resources are few, time is limited, so this will be a huge time saver.

Without further ado, here are the shots. Enjoy!

Procedural Terrain Generation

Procedural Terrain Generation

Procedural Terrain Generation

Procedural Terrain Generation


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Post comment Comments  (0 - 10 of 78)
bloodaxe95
bloodaxe95 Apr 17 2013, 5:13pm says:

I really have faith in this project! It's a nice idea, a little like DayZ but with a nice twist and new enemies... Seems scarier in many ways actually :D keep the fear-factor of the enemies up, and this game is gonna ROCK! And thank you for doing this, I mean really thank you. Keep it up :D

+1 vote     reply to comment
macbook24
macbook24 Mar 8 2013, 11:39pm says:

Dude what are you doing you haven't had a game update since last year.

0 votes     reply to comment
Rico21745
Rico21745 Mar 11 2013, 8:52pm replied:

Hehe busily working on things. I'm trying to work on some key game stuff like improving camera/shooting mechanics before the next video. I may take some new screenshots of our new environment soon!

Sorry its been so long! I'm super glad folks are still checking up on us, promise some new media is coming!!

Oh and the procedural generation stuff has gotten a lot better, working on procedural terrain now as well!

0 votes     reply to comment
macbook24
macbook24 Apr 12 2013, 10:37pm replied:

Thanks! can't wait for more updates!

+1 vote     reply to comment
macbook24
macbook24 Mar 17 2013, 1:26pm replied:

Cool, Keep it up. I want to see this happen!

0 votes     reply to comment
macbook24
macbook24 Jan 29 2013, 10:33pm says:

Once you have added enemy models into the game and other features, do you think you could release an alpha for Mac/Linux/Windows. (Mac PLZ) Oh yeah and keep us posted!

+1 vote     reply to comment
Allfather
Allfather Jan 21 2013, 2:08pm says:

Disappointed in the 3rd person combat aspect. Utterly kills immersion. Looking forward to it regardless.

+1 vote     reply to comment
bloodaxe95
bloodaxe95 Apr 17 2013, 5:17pm replied:

I'll have to agree here, 3rd person kills immersion. I mean, it's a nice feature, but it can easily be misused to peek over walls and stuff, and it gives you a much better overview of a lot of situations, witch then again gives you an advantage over the players that want to play this as realistically as possible.

0 votes     reply to comment
Guest
Guest Jan 21 2013, 6:38pm replied:

Third or first person is optional. If you want you can avoid third person mode altogether.

+1 vote     reply to comment
zaske159
zaske159 Dec 23 2012, 10:39am says:

I want to see the game in the release!

+1 vote     reply to comment
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Rebirth
Platforms
Windows, Mac, Linux
Developer
Dead Man Walking
Engine
Unity
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Release Date
TBD
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Style
Genre
Role Playing
Theme
Horror
Players
Single & Multiplayer
Project
Indie
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Twitter

Latest tweets from @ricothemad

Finally my office is clear again so I can start developing once again.

May 14 2013, 10:37am

ugh repo issues! Hate losing a day of game dev. Oh well, I just hope I can get it fixed tonight.

Apr 16 2013, 11:30pm

@SWEG4MER Working on it every day. Promise as soon as its ready it'll be up!

Apr 12 2013, 6:36pm

Flattening the terrain under procedurally generated buildings. Check. Doing it for huge terrains. Uncheck. Needs more work! #gamedev

Apr 9 2013, 9:19pm

@IndieStatik @indiegamemag Hey aweome folks, check out some shots of Rebirth's procedural terrain generation! T.co

Mar 27 2013, 11:42pm

#rebirthgame #horror #gamedev Rebirth update - Procedural Terrain generation is now up! T.co

Mar 27 2013, 11:40pm

Procedural terrain generation is coming along pretty nicely!

Mar 27 2013, 1:39am

@mhigby Why are you guys releasing AnnihilatorV2 as the TR ESRL? You should have made it dumbfire fast low dmg rockets instead. No Lockon

Mar 21 2013, 1:06pm

@SWEG4MER ok, artists are working on some shiny stuff we can show off :-)

Mar 12 2013, 5:45pm

Working on improving the camera/shooting right now #gamedev #rebirthgame

Mar 11 2013, 9:13pm

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