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Create free accounthey this is Jones making video games with you and today I just want to take you with me again because I'm gonna work on my game a little bit I want to make random letters and we'll start very simple we'll just randomly spawn spawn errs around the map and then we will see how we can expand the concept from that from there and then we'll see if it's fun if it's good and if it's good then we can expand the concept for now it's really just about prototyping and getting a feel for this how does it feel if spawn randomly appear around the map we'll see let's go so the first thing I usually do when I make massive changes like there to save the project with a different name save project ass the literary all I did is I created a very simple object and all it does is it spawns a new spawner every 5 seconds at a random position in the room okay there appeared the first spawner so far so easy okay okay okay there's the next one okay actually every 5 seconds is quite
often let's try to get the first upgrade okay [Music] okay feels quite interesting and as we can be it's a little too easy I get a little too many creatures here well I don't know this is kind of boring so far let's try again shall we okay let's do it in a way that starts out a little easier and then gets more and more difficult let's see how we can do that I think I'll just add a difficulty variable and start with 0.3 and then we can slowly add difficulty over time 0.5 additional difficulty per minute oh I
think I accidentally made it more difficult oh yeah I need to multiply this here it's a feature not a bug my game gets easier and easier than longer you're playing okay now we should have a little more time to chillax I really feel like this got a little too difficult a little too quickly again but I think we could make a really cool to Bible mode out of this with a high score how long did you survive yeah actually I think the difficulty is fine let's try to make this a little more interesting once again there should be even more variety now let's try again let's hope it's not too hard oh what's going on coming out of this Oh No fast creatures oh no not again no no no no
[Music] Wow Tex [Music] okay we got a little unlucky there that it started with the fast creatures let's try again [Music] okay this start can be a little too difficult and then in the end when you have a ton of creatures it gets kind of too easy I guess let's try to keep our population somewhat higher now so we don't run out of creatures again [Music]
so far though good [Music] finally third mode No oh my god [Music] Heckscher that doesn't really feel fair should not have taken towards mode [Music] is this actually entertaining to watch you guys need to judge because what your bility is kind of important I think I want to make again that is at least kind
of watchable but we're having the exponential growth problem again because now I can really grow my creatures exponentially the game starts lacking because there's many objects but I kind of like the early game of this you don't know what to expect now in theory I can wait and I will never die because my creature can just bounce back and forth forever this way if Sara's all mean I defended now I thought I defended this restart [Music] now not the fast ones I refuse I refuse
oh thank god no not another one [Music] holy no no no okay that I survived quite long honestly I don't know what to think about this I feel this look probably not entertaining for a long time at the moment so far the level based system is a lot better oops accidentally all of my eggs that's
not good okay I'm really not sure they're randomly generated levels didn't convince me at all so I think we'll go back to a level based system we'll just have to find ways to make that more interesting in I mean we already have a ton of ideas how to do that so shouldn't be that big of a deal but still I'm kind of sad the randomly generated levels didn't work out so well it's kind of boring did you find it interesting to watch that tell me but it was probably also quite boring to watch if it was boring to play so yeah that's no good let's not do that but it was an interesting experiment nonetheless experimenting with stuff like this always interesting now we'll see what we do next make the world a playground see you on the next one peace [Music]
The development of the strategy game Ovus Nova involves an experimental transition from a structured, level-based progression system to a roguelike endless mode. The primary objective of this shift is to determine if procedurally generated, infinite gameplay loops offer a more engaging experience than the game’s original design. The prototyping process focuses on mechanics such as randomized spawner placement, dynamic difficulty scaling based on time intervals, and the introduction of varied enemy types to test player retention and challenge balance.
Initial testing reveals significant design hurdles, most notably the difficulty in balancing exponential growth. The prototype frequently oscillates between being overly punishing in the early stages and becoming trivial or stagnant as the player population grows. Technical limitations, such as performance lag caused by high object counts, further complicate the viability of an endless format. Additionally, the lack of meaningful progression or strategic depth in the randomized environment leads to a repetitive experience that fails to maintain long-term engagement or watchability.
Ultimately, the experiment concludes that the endless mode does not provide the desired level of entertainment or strategic satisfaction. The unpredictable nature of the procedural generation often results in unfair difficulty spikes or boring gameplay loops that lack the intentional design of the original structure. Consequently, the development focus returns to the level-based system. Future efforts will prioritize enhancing the existing level-based framework with new features and mechanics, confirming that while the endless mode experiment was a valuable analytical exercise, it does not align with the core vision for the game’s long-term success.
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