The textures in the purple area are kind of an eyesore
Yeah, I agree -- work in progress. There should, at the very least, be more color variation there.
The player's viewpoint seems to be unusually low to the ground for a shooter. Maybe it's a matter of perspective.
I tried working with the viewpoint higher, but it leaves less room for jumping -- since you hit your head on the ceiling much quicker. I'm planning on having the player be a versatile rolling robot, instead of a tall-standing human(oid), which should explain the low viewpoint.
The wide-open levels are rife with possibilities for platforming. I can see some platforms in the levels already.
Yeahp -- the rooms are currently being generated with platforms too packed together, but that will be fixed
Glad you enjoyed the water stuff
There will be little pools of water, and later lava, acid & tar (but you don't really see that in this video yet).
And lastly, a question about the gameplay: one thing that missing for the most part in Gentrieve 1 was optional goals. Instead of Super Missile being merely a better missile, for example, its existence guaranteed that there would be a section of the game requiring its use. It may be hard to procedurally generate, but having areas that are hard to get to unless you do a number of things (backtrack, use tools creatively, look for hidden things) with nice rewards could definitely be entertaining in this kind of game. Do you have plans for anything like this?
I do have some "optional" items, like "Advanced Vision" (see secret doors and enemies through walls) & shields, which I was planning on putting in secret rooms, or "optional" rooms. I also plan on having Save Game, Health Recharge, Ammo Recharge & Map Reveal rooms (something Gentrieve 1 didn't have). I'd *like* to have some of these rooms be made "tricky" to get to, but it will be a challenge to procedurally generate a door that is tricky, but not impossible to get to (but I'm sure it can be done!)