The Finish Line has been Crossed....For now!
Greetings our brutalist buddies! We here at MadClam Studios are proud to announce that the first, playable, public build of Concrete Dreams has been posted! This project has been the culmination of all the principles and practices we have learned throughout our time here at Kent, and we are proud to have you all experience it if you should feel so inclined. That being said, we are FAR from finished with this game! With a majority of our team graduating, we will have even more time to refine and polish Concrete Dreams into something that you all with truly not be able to put down.
Some of the planned updates include:
-Reworking wall and floor meshes to blend better and reduce clipping issues.
-Adding arm animations to the player.
-Stability and crash fixes.
-Character reworking (animations, textures).
-Tutorial section.
-Level design adjustments (reworking of rooms to feel more liminal and complete/fixing out of bounds issues).
-Adding verticality to the PCG system (procedural generation).(levels can build in the Z direction instead of only X and Y).
-Infinite levels, theoretically, can be plugged into the system so the amount of explorable room chunks will always be increasing. (Unless we hit the physical limitations of the engine obviously).
As always, thank you guys for sticking with us through this dev cycle and we can’t wait to show you just what we are capable of! Until next time!
MadClam Studios
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Concrete Dreams
Status | In development |
Authors | logan Selle, CamZ115, Abroder1, Brassy Dome, mroth34 |
Tags | artistic, brutalist, capstone, Low-poly, Procedural Generation, ps1, PSX (PlayStation), Retro, stylized, surrealist |
More posts
- The Finishing TouchesApr 16, 2024
- Almost to the end of the Tunnel!!Apr 09, 2024
- Navigating the 50% Mark: Unveiling the Creative TapestryMar 05, 2024
- Still ChurningFeb 27, 2024
- New BeginningsFeb 22, 2024
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