When we came to game map realization, we thought of making it big and nonlinear. The point is we have a system core, a Cybercenter (hi, Dan Simmons!), surrounded by the net of unrelated levels. Player can go inside the level connected with the passed one, thus making its way through the system. The map […]


Level Generation

Creating game levels we wanted to make them diverse and unpredictable. What can make it better than the random generation? You can set some difficulty in every chapter and that’s all, every other thing makes the game for you. And every time you start the game you will be pleased by the randomly generated levels […]