This site uses cookies to improve your experience. To help us insure we adhere to various privacy regulations, please select your country/region of residence. If you do not select a country, we will assume you are from the United States. Select your Cookie Settings or view our Privacy Policy and Terms of Use.
Cookie Settings
Cookies and similar technologies are used on this website for proper function of the website, for tracking performance analytics and for marketing purposes. We and some of our third-party providers may use cookie data for various purposes. Please review the cookie settings below and choose your preference.
Used for the proper function of the website
Used for monitoring website traffic and interactions
Cookie Settings
Cookies and similar technologies are used on this website for proper function of the website, for tracking performance analytics and for marketing purposes. We and some of our third-party providers may use cookie data for various purposes. Please review the cookie settings below and choose your preference.
Strictly Necessary: Used for the proper function of the website
Performance/Analytics: Used for monitoring website traffic and interactions
But before I explain the narration, I want to jump back in time when I started building the endless terrain generator. At that time, I wanted to make use of the fact that the terrain was procedurally generated and I could make big changes in the topography by just slightly tweaking some variables according to my needs.
As a general concept teleportation technology exists in quite a few varieties throughout the world of Cogmind, though the player only has access to some of them. In fact I have two new concepts for teleportation tech, which is kinda funny because of how they evolved out of the same idea.
This aligns with the concept that although Exiles prototypes are meant to be very good, they’re also usually flawed in some way, such as eventually breaking down, blowing up in your face, or something in between :P. As is the changes are too new and we’ll have to see what real playtesting turns up. Fine tuning.
Rampant terrain destruction is awesome, by the way ;). In playtesting so far this (among other benefits we’ll get to later) is already clearly tempting players who would otherwise always prefer regular branches over infiltrating a Garrison. Some concepts: More enemies could show up? If available, that is.
We organize all of the trending information in your field so you don't have to. Join 5,000+ users and stay up to date on the latest articles your peers are reading.
You know about us, now we want to get to know you!
Let's personalize your content
Let's get even more personalized
We recognize your account from another site in our network, please click 'Send Email' below to continue with verifying your account and setting a password.
Let's personalize your content