
Too long since the last update, I know.
I actually wrote a huge blog update recently, focusing on how assets are made for TAGAP X and how the rendering pipeline works. However, I decided to put it on hold and fully show it after the game's proper reveal. Let's not show the magic trick is performed before the performance, right?
But hey, it's written, proof-read and screenshotted – ready to go as soon as I get the trailer done.
There's also been other semi-related things going on, including but not limited to hosting changes, but not really worth ruminating on. Just stuff that needed to be worked out of the way. I'm trying my best to avoid thinking what the future holds on a larger scale and focus on getting TAGAP X into demonstrable form. At least that is looking good and I'm on schedule with that.
Level snippets for the more 'classic' TAGAP style gameplay of TAGAP X. These are basically uniform style rooms that are appear throughout the game, sharing either same or similar layout.
As an example from TAGAP 4 would be the security lockers – the basic setup is the same, even though the stuff inside is organised differently.
For TAGAP X, I've expanded the 'content import' system of the engine from the simple texture polygon import to importing full level snippets.
In TAGAP 4, I did these snippets as I went through the game and coming across rooms that could be replicated this way – like the aforementioned security rooms and, say, air vents. However, the plus side of TAGAP X having spent in the pre-production-hell for so long is that I know most of these 'shared' room layouts beforehand and can produce them ahead of level builds. This makes mapping a lot faster. Need an air vent? Point at the spot, hit import, select the right snippet – boom – it's there.
Some of these rooms also need some special assets, so I do those now as well. And once the is done, it's time to map the 'classic' gameplay part of what will be shown in the reveal trailer.
Been long enough, eh?
I have to point out that TAGAP X levels aren't 'rooms copy-and-pasted', but its the same kind of process its been all along. Just that the areas that share the same layout need to be hand-built only once.
This map import thing isn't even tied to just the Level Editor, by the way. You can totally design a map as 'empty voids' that just tell the editor to pull the content from separate maps. The main idea currently is to use this feature for the cutscenes; instead of having the map structure both in a sequence and the level files, you have them pulling the content from a separate resource. If you have to change something, you just edit the main resource.
As I type this, I realised you could totally make a semi-randomised roguelike level with this. TAGAP X is NOT a rogue like, but the tech is there for one.
Since we got into this topic, might as well expand on the TAGAP Level Editor improvements. Some are really obvious, for example, there are multiple zoom levels that apply to both geometry and texturing modes, you can hop into the desired 'virtual depth' of the map with a quick key press and so on.
Other are more subtle, like to support the aforementioned zoomed-out editing, moving and editing objects is now 'click safe' – clicking on something doesn't move it unless it was already selected.
The UI has been improved and almost all of it is now based on the string library content – that is, not hardcoded into the engine but can be translated. There are some strings still hardcoded, but the plan is to have everything converted to the editable strings by the release.
There are naturally also several new trigger fields – areas that do or render stuff – to mess around with. Some are simple, like 'vis' that works like a classic triggering field but is activated as soon as it is visible, as opposed to when the player enters inside it.
The enemy wave system described in the previous blog update is also a trigger, called 'wave'. Previously you had to have multiple linking triggers to do a similar attack wave, now all you need is this one and you're good. Again, planning ahead to make future faster.
Playlist is a regular feature in our Penguin DT blog; A chance to highlight cool games both old and new that I've been playing. As always, I believe that in order to make games, you need to play them, preferably with a broad scope when it comes to genres, so each day I dedicate at least an hour to actually playing games. The rest of the free time? There is no such thing, it all belongs to TAGAP!
Inspired by my love of The Surge, I decided to drill into that other older sci-fi-soulslike, Hellpoint by Cradle Games. Though the souls-like-isms are more distracting in Hellpoint, the setting was really interesting and helped me push through it and really enjoy it for the most part.
The game is set in the far future of humanity, with the descendants of the human race having set up the ultimate research lab on the orbit of Sagittarius A* (the Black Hole nucleus of our galaxy). However, the reasons behind the project are much sinister and things go all DOOM. You play as posthuman clone created by the station's Architect to find out what is going on – which doubles as a way to explain how you resurrect after death.
The art style alone makes this stand out in the genre, as some scenes of it are breath-taking. I admit, I'm double-biased here as not only is sci-fi Hell in my DNA, Sagittarius A* is the obsession focus of the space-nerd part of my brain.
As final note, the game is six years old by now and there's part of the lore that has since become creepily prophetic. A major even in the lore is an AI-induced almost-extinction of the human race that happened in the far past. That thing started when pro-AI-cultists pushed through laws that prevent reigning in AI development, starting in 2027. Watching the news, I'd say Cradle Games got the date two years too late.
Naturally, I also had to check out Reanimal by Tarsier, the folks behind the original two The Little Nightmares titles. Reanimal is very much in the same vein but has its own universe and a story to tell. The story opens with two children returning to a place seemingly long forgotten by time, in search of their friends. I won't go into details because of spoilers, but needless to say, surreal horrors await.
The Little Nightmares may have looked great, but Reanimal is one of – if not the most gorgeous looking games I've ever seen. It's a true rarity – Unreal Engine 5 game that looks good and runs well. It also helps that instead of the generic 'Unreal Realism', Reanimal goes for the puppet animation look Tarsier is known for, making the game really look like a stop-motion film akin to Coreline that you can play.
And how boy, the final act of the game is an audiovisual treat! Surreal horror meets modern rendering tech meets stunning art design – and it helps the game is solid as well.
For TAGAP X; Level assembly and last assets set-up for the trailer levels. These are real game levels and not just for the trailer, I've just marked them as priority so we can do the trailer without placeholder content.
For the Playlist; DOOM TDA's DLC will drop later this year, I'm guessing around QuakeCon, so perhaps another 'all the DOOMs' marathon would be in order? Since PS5 and PS4 games count as separate SKUs, I technically have an excuse to 100% them trophies again. DOOM dood mood FTW.
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