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DROSS is a first person Co-Op Xeno-Horde Procedural Rogue-like. Featuring unique procedurally generated Levels, huge swarms of endless Xeno bugs, powerful weapons and gear, and a brutal perma-death. A tough Roguelike in a first person horde shooter perspective.

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Report RSS DERELICTION: Jan 23
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dave_5430
dave_5430 - - 2,114 comments

Unintentional hiccups aside, I would say this is one very solid proof of concept for a game.

I especially enjoy the fact nearly everything seems to be destructible, to several levels of integrity even.

It seems the procedural generation is going well, plus minus a few 'normal maps' (I don't know what these would be called) on some of the corridors making them see through, and some clipping of walls into walls, I feel with some detailing left and right for in the (far) future, it could be tooled to be a believable space.

I was wondering:
Will the alien spawning areas continue to grow over time, slowly taking over the area? And will we be able to stop it somehow, maybe as a secondary objective, cleaning a level/area for additional credits and rewards, stuff like that?

Will there be any secret passages that could link up areas adjacent to eachother, for example with the usage of vents/ducts (maybe used only by enemies when you least expect it)?

Once the procedural generation has been fine-tuned, will there eventually be several layers existing in one 'level', or will the core concept remain on a singular plane for now?

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Salt. Author
Salt. - - 74 comments

Thank you!
The "difficulty" increases when the player kills bugs, slowly over time, and when the player progresses.
The growth amount uses the difficulty, and the tougher it is, the more there will be in the level.
However, the player will have options like a flamethrower as a base weapon, and shouldnt be able to make the level completely safe by removing enemy spawn points etc. unfortunately thats what would happen if a nest could be destroyed.
The nest currently calls for nearby bugs to protect it if the player is walking on it, and I plan to have big bugs guarding those areas too, so, essentially theyre areas to be avoided.

Ive been holding off on several layers to the level, but I feel since youve brought it up, I should get on working on those :P
thanks for the message, cheers

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