

Which is something I can attest to even after playing and dying a handful of times. I mean something where the Z-axis is exactly as important as the X and Y-axis.” “It’s tricky when you take something from two dimensions to three, and when I say three dimensions I don’t just mean like a first person-shooter. “There’s a few key difficulties for procedural generation in this kind of game,” Thompson explained after my first playthrough. Think of it like controlling a helicopter with benefits. But this is no trad ship sim-you can move up, down, left, right and backwards just as easily as you can thrust forwards. In Sublevel Zero you pilot a ship from a first-person perspective, exploring an intricate, almost-claustrophobic complex, finding keys and battling enemies in search of a reactor to destroy at the level’s end. I also talked with Luke Thompson, co-founder and lead programmer at Sigtrap, about how procedural gameplay will keep bringing players coming back, and the challenges of implementing procedural design in a 6DoF game.įor those who never had a chance to play Descent-the forefather of 6DoF-this style of game may not be instantly familiar.

* The vertex count without the effect of node building is 1827.Answer: You get Sublevel Zero, which I had a chance to check out at PAX.

The records for the map at the Doomed Speed Demos Archive are: Speedrunning Routes and tricks Current records Follow the path until you are at the east end of the maze, then open the wall that is brighter than the rest to find a blur artifact.

Sector numbers in boldface are secrets which count toward the end-of-level tally. Letters in italics refer to marked spots on the map.
