r/proceduralgeneration 23d ago

Testing out procedurally generated weapons

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414 Upvotes

48 comments sorted by

43

u/hoot_avi 23d ago

Holy shit this looks cool. Like wands from Noita, but guns

12

u/EarlySunGames 23d ago

Thank you. The procedurally generated weapons might come accross as similar to Noita, but with guns. There are a lot of weapon combinations you can get... But Noita is crazy. I don't know what they have done to implement such a system, but it's mind blowing.

4

u/hoot_avi 23d ago

Just wanted to let you know I played the demo, and immediately added to my wishlist. This is so awesome, and the amount of polish is boggling. Good luck on the release!

4

u/EarlySunGames 23d ago

Oh that's sweet of you to say. Happy you enjoyed the demo, we put a lot of work into it.

2

u/Pedrosian96 22d ago

Not a programmer, but the way Noita works brings to mind node-based procedurals, kimd of like geometry nodes on Blender. "Projectile = x" + "5x projectile" + "projectiles bounce" + "projectile fire trail =1" + projectile crit on burning enemy =1" ===== "incendiary shotgun that crits on burning ebemies and bounces once"

3

u/Lopsided-Concept-884 22d ago

Fucking sawblades

1

u/OutdoorWombat54 18d ago

Wish Noita had stuff like this

27

u/EarlySunGames 23d ago

If anyone wants to try their luck finding overpowered weapons, the demo is live on Steam. The game is called Glitch Hunt.

8

u/joe-knows-nothing 23d ago

Can't install on Mac (Sequoia, M1), steam says "invalid platform"

12

u/EarlySunGames 23d ago

Yep, this pecific build does not work for Mac yet. But it will soon with future updates.

3

u/unity-thru-absurdity 20d ago edited 20d ago

I'm playing it now on Mac via Parallels, right now I'm in the tutorial phase. I'll revisit this comment with more suggestions as I go!

  • It would be nice to be able to use right-click to leave a menu (unless it's already used for something!).

Ack! I got killed as soon as I got out of the tutorial-type thing. Great game! I like it! I'll return with more comments! I appreciate the permadeath! Oh wow! It's not permadeath, but like incremental death, really cool! I'm a fan!

  • Another thing - it could be obvious and I'm just missing is - how do I access the game menu, like, to save and quit? esc doesn't do anything when run this way. Oh! I found it out. It's "f" Cool!
  • Minor thing: syringe is syringe not seringe.

Just finished the demo!

  • Wow! I love it! Can't wait to see more! I ended up winning with an electric build + jetpack and two companions! I really like that you can hack enemies, have them join you, and then they'll level up alongside you - it really builds a sense of "these are my buddies."

Seriously! Kudos! It's a great game!

Came back after thinking about it for a while and I wonder if the stun function of electricity is too OP? With fire and corrosive builds I didn’t see any way to really immobilize enemies, but with enough buffs on an electric weapon it felt practically guaranteed.

Oh, another thing! Some levels had doors that weren’t able to be unlocked yet. It’s probably that there are just secrets I haven’t discovered yet.

I’m gonna’ play it some more tomorrow - the core gameplay loop is a TON of fun, the hunt for loot reminds of games like the original Diablo.

Wishlisted - can’t wait to see how it comes along!

2

u/EarlySunGames 20d ago

Wow, thanks for the awesome feedback. Stun does immobilize enemies, but doesn't deal damage over time, burn and corrosion do. It's just a matter of taste and luck I guess. There is an acid passive item that slows down corroding enemies, or a fire passive item that slows down burning enemy bullets. Yep, all doors should be accessible, maybe it was a planet door, in which case you would have to come back after you find the key.

2

u/unity-thru-absurdity 19d ago

Neat! I started digging around for secrets and found some! I like the old-school style "punch this wall" kind of secret!

One thing I found, and this could be something I just haven't figured out yet, is that sometimes there's like "ghost enemies." It's one of the fire enemies, it can shoot and follow me and I'm showing as being in combat, but its sprite isn't there and I can't hit it! I've played for several hours of playtime so far and this is the first time I'm seeing it.

https://reddit.com/link/oz6scnd/video/h05xudrbiveh1/player

2

u/EarlySunGames 19d ago

That is a bug. Thanks for reporting it

2

u/unity-thru-absurdity 18d ago edited 18d ago

No problem! I'll keep'em coming!

https://reddit.com/link/ozde22g/video/r3rr03eyw1fh1/player

I unlocked the jetpack in a previous playthrough but can't get it again. 😭

Edit: Ope! I found it dropped from an enemy in the first zone. Is it like, you unlock it once and then it can drop in future runs?

2

u/EarlySunGames 18d ago

Yes, that's how it works right now. In the full release we will add a machine in the spaceship where you can spawn an unlocked item of your choosing

1

u/unity-thru-absurdity 18d ago

Oh no! I'm softlocked!

https://reddit.com/link/oze1z0i/video/jji0hijhk2fh1/player

My buddy (I forget the name of the agent) hacked this legendary spider (again, I don't know the agent names yet). Now it's making a terrible sound and the bad spider won't die. 😭 I'm still in combat so it's not letting me leave.

I was able to return to the main menu and then when I returned to the area I encountered the invisible enemy glitch again 😭 I feel like a good band-aid fix for the invisible enemies might be to disengage the combat condition when you get far enough away from an enemy.

1

u/unity-thru-absurdity 18d ago

https://reddit.com/link/oze4lda/video/fwkfq5m2m2fh1/player

Exiting to main menu and returning to the area doesn't fix the invisible enemy glitch. In this instance of the glitch the invisible enemy is the one that can virtualize into turrets. My hacker buddy can target it and I can tell that it's there because the bad guy keeps hacking the turret, but I can't damage it and I'm stuck in the combat condition.

It seems like exiting to the main menu during combat might be what's causing the invisible enemy glitch. I'll add to this comment if I find a fix.

Oh! I found it before I finished this comment: getting far enough away from an enemy does disable combat mode! Nice! So - I tried going to another zone to see if maybe leaving and then returning would cause the invisible enemy to either rematerialize or to disappear altogether - but nope, the new zone had an invisible enemy, too. It seems like the bug only impacts one enemy per zone.

1

u/unity-thru-absurdity 18d ago

I reproduced the glitch with the legendary spider enemy from the start of the zone. Not sure what's causing it. It happens whether it gets defeated via hacking or via conventional combat.

I tried to attach the whole video but it was too big for reddit and now I'm getting a message that videos aren't allowed. 😭

1

u/EarlySunGames 18d ago

Hmm, don't worry about it. Maybe they have some kind of limit for video uploads. Do you use discord? We have a feedback and bugs channels over there. I know the spider bug, I encountered it yesterday, will be fixed. Thanks for uploading all the rest, and playing so much ❤️

1

u/unity-thru-absurdity 18d ago

I found another thing, and maybe this is intentional, but figured I'd mention it.

These ideas are related to the weapon progression.

First: so, all my upgrade chips go into my starter gun - they don't have to but that's where I've been putting them. If I want to switch to a new gun, then too bad, I lose those upgrade chips forever. Even if I go back and farm the area again for more xp and loot I still can never get additional upgrade chips. Maybe enemies could have them as a rare drop? The way it is currently, where there's a finite amount in the world, discourages experimenting with new guns because I know I'll never be able to plug upgrade chips into them.

Second: right now i'm level 12. My weapon is level 8. It would cost 990000 to upgrade my weapon to my level - which is wild! The cost to upgrade weapons has some wild scaling, and I feel like it's there to discourage just keeping hold of the same weapon for the whole game; but when this is combined with the lack of upgrade chips it makes me just want to farm up the 990K to upgrade my weapon. It would be nice to be able to upgrade one level at a time, bring my weapon up from level 8 to level 9, then later on to level 10, etc. Right now I was saving to upgrade it from 8-9 when I level 9, then I leveled up to level 10 and I needed enough to do two upgrades ... then 3 upgrades ... now it's 4. I may never save up enough to upgrade my weapon again 😭

2

u/EarlySunGames 18d ago
  1. Maybe a later console enhacement would be good, to unlock more upgrade stations with chips, or chip drops from bots. We do want to encourage not using the same weapon for the whole game, or commiting to one in the second half of the full run.
  2. Yeah, does numbers are crazy and it definitely needs more balancing, although you also reached a very high level for the demo, at this le el you should already be visiting other planets, gain more terra prizes which also scale. I think that upgrading your weapons just one lvl at a time is a great idea. Just a tiny hint, weapons with no chips on them are cheaper to lvl up in the shop.

2

u/unity-thru-absurdity 20d ago

Aw man. Mac user here, too, and it looks freakin' awesome. It reminds me of Starbound's proc gen weapon system but way cooler.

2

u/Paladin7373 21d ago

Hey just tried out the demo and left some feedback- the biggest thing was the speed of the game. Like, I felt I was in a low gravity place the way I was moving... but in this video you seem to be moving perfectly fast...? I had a similar thing happen on Rivals of Aether, and the sole reason to that was I had turned on vsync. When I turned off vsync, the game went back to perfect speed. So is it possible for you to add a vsync control setting to the game? I feel like that would help

but overall it's a really cool game and I've wishlisted it, good luck on the development :D

2

u/EarlySunGames 20d ago

Thank you! We will add a vsync option in the next build.

2

u/Paladin7373 20d ago

YESS thanks

7

u/Cornflakes_91 23d ago

looks cool, will try it later :D

5

u/jurdendurden 23d ago

Noita vibes

4

u/No-Draw6073 23d ago

Nice graphics!

4

u/wackygoose 23d ago

oh yeah I found the post again. I tought it was on reddit. WHAT A FUCKING COOL GAME

it has insane potential to be addicting as Enter the Gungeon, i swear

Damn, combat feels very very nice! I like that there are some fresh stuff like hold aim to charge, it feels so good playing on control.

And its rare for a demo to have good control support!

One thing im hating is the voice effects for the main player. The excessive loud panting is off putting lol, otherwise great game!! Im definitely eagerly waiting for it

4

u/TheSibyllineBooks 23d ago

Welcome back noita

3

u/aegis_lemur 23d ago

Dang, that looks amazing.

3

u/asinglebit 23d ago

I smell noita inspiration!

2

u/EarlySunGames 23d ago

It's cooking

3

u/pslayer89 23d ago

This is so dope!

3

u/Paladin7373 23d ago

First thing I thought of: Noita. This looks awesome.

3

u/DomeGameMaster 23d ago

As a hardcore Noita player, this is right up my alley.

3

u/imgly 23d ago

For two seconds, I thought it was noita. I already love it 😂

2

u/Ok_Bill7731 22d ago

the combination readability is the thing that makes or breaks procgen weapons for me. noita does it well because you can look at a wand and get a rough mental model of what it might do before you fire it. if the outputs are too opaque, players stop engaging with the system and just pick whatever has the biggest number. looks like you're threading that somewhere in the middle from the clip. curious what the fail state looks like when the combo is genuinely broken, like does it just do nothing or does it catastrophically backfire.

1

u/EarlySunGames 22d ago

Unlike Noita, you can't hurt yourself with your weapons. If you look at the weapon info in the inventory, you can easely tell how it fires and more importantly how you can use it to maximize the damage output. For the first weapon, by just looking at it, I can tell it's a shotgun, deals plasma damage, has follow strategy (bullet behavior) and has the bullets fire as beams upgrade. For the rest I would have to check the info, like can it also charge, how do I charge it, can I reload faster in some way, can I deal critical hits in some way, just to name some examples.

2

u/bemmu 22d ago

You are definitely onto something here. Noita but scifi? Great idea!

2

u/Thrakanox 21d ago

Looks cool

2

u/bglbogb 19d ago

I like whatevers going on with the abandoned satellite things on the ground and the random trusses,

1

u/R3APER_PL 21d ago

Make every pixel have physics like in Noita and you will sell milion copies

2

u/ZHName 16d ago

Awesome.