two images of an island surrounded by glitchy-looking water. the top one has a noisy banded blue-to-pink gradient, and the bottom one has a dark red ocean with a neon red beachline
working on shader effects, which means getting regularly flashbanged and oftentimes getting your GPU so angry at you that it produces something insanely cool that you can never replicate intentionally. see below:
14.02.2026 01:45
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another important feature of runtime level generation is that most level features can be setup to change position. trees, bunkers, and especially the pin can all shift slightly between runs.
you've got to adapt to the environment to find the best path!
09.02.2026 02:32
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and here's a demo playthrough of the course! a pretty long par 4 with some tough approach angles.
05.02.2026 04:41
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here's the full timelapse for the previous course at 20x speed
05.02.2026 04:41
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here's a 10x timelapse of a level being made. our custom level design tools help speed up the design process
this is just a first pass figuring out silhouette and spacing. more to come later!
30.01.2026 02:27
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the courses in the game are run-time generated, which allows for some cool on-the-fly modifications. gotta have mods in a roguelike.
28.01.2026 00:10
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some old (but good) terrain generation testing footage
22.01.2026 01:12
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check out this sizzle reel! (that's what you call it, right)
22.01.2026 01:10
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other times you will get shafted by fucking bullshit man how did that miss
20.01.2026 02:32
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sometimes you get the easy putts
19.01.2026 03:27
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posting has, unfortunately, begun
16.01.2026 03:52
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trying out new "time of day" lighting & environments.
16.01.2026 03:51
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