I see what you mean haha…
i almost had to redo the entirety of Luigi Does Taxes 2 because of its resolution. Gave up and just kept it the same
Sometimes in overhauling a large project you ruin it, its tricky sometimes!
Hello
It’s why, before to create in GD a game or an application, it is very useful and profitable to think.
After beginning the creation, it’s much difficult and time-consumming to correct your game, notably in the tests phase.
A+
Xierra
Super!
Continue like that.
A+
Xierra
it look like Minecraft ![]()
There is now seven different kinds of NPC bears scattered around the different biomes of Worlda.
Also, thanks everyone for 1.4k plays on gd.games!
is that 1.4k without a paid push …if so thats ace!..definitely keep the momentum going here! - 1k views on this thread as well!
Thanks! Yes havent paid anything for promotion yet! I intend to do that once the game is mostly finished! I hope for the quality of the game to make it popular, you see, not just trying to force the number of plays.
@zGameCreator,
what do you think the bear NPCs should sell/trade?
I’m keen for suggestions!
right now a black bear sells “shotgun” and “Machine Gun”. And the panda bear sells “bamboo fences”, and polar bear sells “trout” and “salmon”!
Cool!
I think clothing items should be sold by maybe the black bear, as far as i remember the game had slots with the t shirt and pants icon

True! I completely forgot about clothes! Was going to implement it in the future, thats a good idea
I think I will work on some levelling up and UI improvements first, skillset levels and XP and stuff like that, as well as survival stats like water, overheating, etc.
Wow! I gotta admit that looks impressive!
Too many messages here but I tried to skim through 400+ how are you proceduraly generating your world?
I’m working on 3d and at first I was trying to proc gen a dungeon like level just doors, floors, walls, and corridors. And after 100-200 hours good lord it was nightmare.
Until I found rot.js creating the proc map entirely in 2d json file thus splitting out topology completely from any rendering whether it’s 2d,3d, gdevelop or XYZ engine.
So much more success. Probably had a test dungeon up in 10-20 hours from scratch project.
I’m only using it basic but it can after generation than place items, loot, NPCs, enemies whatever.
Spits out everything into a json then you can just read it and render it with any graphics you like.
I think it will be a strong tool since it’s also completely open sourced. And it’s splitting out rendering thus being modular.
By default it has 3 map generators but I’ve only been focusing on dungeon like maps. Rot.js does a bunch of other stuff that I haven’t even had time to read or evaluate.
At least in 3d doing everything in gdevelop just creating 20 room dungeons out of 1x1 tiled test pixels so absolutely no graphics lagged the hell out of Gdevelop preview window.
But now that gdevelop is just placing objects and doing any heavy lifting ice had no lag.
Hi @JimmysTheBestCop ,
I use a seed and perlin noise function to generate a world, with rocks, and water, then overlay several noise maps over them for scattering trees, creating biomes, etc. Only whatever is in the camera view is generated, and whatever is outside the camera is deleted for optimisation’s sake (so if you zoomed out the camera there would be no land outside it.
Unrelated, but maybe helpful to you, there is a random dungeon generator extension i believe, but I don’t use it in this project.
Apologies I kinda go off on tangent…
Yeah I saw that extension. It is kinda awful. Which started me on this insane path. Unity and unreal have dozen of paid modules that price gen anything same with blender. Blender you can proc gen entire cities or neighborhoods. Kinda crazy.
But I never seen anything as detailed in gdevelop. So I’m like ok time to see if I can build one.
I’m even converting the idea of what rot.js does to a tarkov style inventory system. Where a JavaScript code will handle all inventory, containers, player loadouts and keep track of everything in json files. Then I just have to render in gdevelop and/or/both JavaScript.
The good thing about splitting it out is. It would work the same for a high fantasy game as it would for a stalker clone. It’s just 2d topology and json data arrays.
The theme or visuals is coming from the artwork.
I’ve run some simple tests uding html/css as a quick renderer and it’s very promising.
This is kinda the biggest weakness I see in gdevelop there is no free or paid modular assets. It is like everyone is recreating the wheel over and over.
There should be 20 downloadable modular control schemes, same for camera, inventory, proc gen, even game optiona. I mean every game nerds video, audio, keymap options.
Why is this being recreated over and over? When nearly most of it can be stored as json arrays then rendered for dungeon and dragons to Halo to 1920s gangsters game.
Literally for me to even test my own games I need to be able to key map. I’m left handed mouse user. And the 3d control extension is so simple once you try to be advanced it just holds you back. Hell most AAA games have this issue. I need full keymap of every single key used in the game.
It’s so standard yet AAA companies even in their own sequels can have entirely different key map systems. It’s crazy
hi @JimmysTheBestCop , what do you mean by modular assets?
There is an asset store with free and paid stuff,
and there is an extension list and behaviors as well.
I have a paid 2D procedural generation game template on the asset store as well, I basically build Worlda from this base.




