I should note that 90% of the game was not AI assisted - the game was completable and fully arted before AI got involved. I just used it late in the project to add keyboard and mouse support, and to fix some bugs.
Kweepa
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Yes, absolutely. I'm not working on it anymore, but perhaps Massimo will be interested in taking a look.
The problem with tweaking it yourself (open Unity, open the Player prefab, and adjust the FOV in the Camera component) is that the open source data doesn't include some particle effects and textures.
Unity Underground devlog #18 - under new management comments · Replied to CRT Glow Studios in Unity Underground devlog #18 - under new management comments
Unity Underground devlog #18 - under new management comments · Replied to CRT Glow Studios in Unity Underground devlog #18 - under new management comments
It’s raycasting, but the tiles belong to convex sectors so I can quickly check if a height change occurred at each ray step. Then the height changes are stored in AA array for each screen column so the items can use them as a series of clips. The last rendered enemy per column is stored for hitscans.
Here, yes. You can get a WIP from my GitHub page: https://github.com/Kweepa/SquareDoom






