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DevBlog #5 – Feeding the ProcGen Beast, Flying Economy

Feeding the ProcGen Beast


The procedural level generation engine is at the heart of the main shmup action, and bears a heavy burden – it needs to offer variety, progression and robustness. Apart from variety within the main created wave "chunks", work has gone into the "Special Events" system; these events will be rarer and interspersed within the standard chunks. Some will help, whilst others hinder – the repair ship special event has gone in to test the system, a couple more will be added to make sure they are slotting in ok with the other standard chunks (pirate raiders / 360º ambush are looking like the next candidates for creation!).





The first pass of ground structure work has also gone in, where the wave chunks are able to call to place turrets / buildings at free positions. Much more to do in this area, but the economy work currently takes precedence.



Flying Economy


The graphics for the collectible currency have been overhauled, and they are also now actually collectible, which helps! The next step will be determining the drop rates, amounts etc, and is a very important one, as it will start to shape the campaign economy for purchasing ship and weapon upgrades as you progress through the Campaign.





That's the current state of play, looking forward to bringing further progress in the next update!