RE:OZMA · published
Time has already passed! We’re running the end of May!
As an indie developing studio,
'Time is like fastening arrows' is passing very fast!
We are going to update the development news before May!
Let's start!
-A race against time of map generation & Random terrain generation being developed
RE:OZMA game map size is huge, random terrain. Therefore, our first concern was the long time it takes to generate the map. Fortunately, we solved that problem. But we had to face issues related to mountain barriers as well as ensuring random terrains were created smoothly.
Today's key theme is "to make sure that the terrain we want is created properly when we dig it.
Although we originally had developed this feature, we now had to redevelop it. A persisting problem is that boundary regions are awkward and difficult to organize naturally. We are still in this state and planning to solve this part in the future.
The map image size below is part of the image we are actually developing. We are developing a much larger map than the map size we are seeing.
Let's go Youtube! (More detailed trailer)
https://youtu.be/5Nxgn2Dna8s
With various acquisition methods (routing and production), you are able to acquire and produce various kinds of weapons. Weapons include swords, blunt weapons, axes, pickaxes, guns, crows, magic staff, and wizard wands.
For example, the grid below represents a weapon arsenal in our game, and we would like to emphasize that gamers may create their own weapon arsenals using the methods mentioned above.

Do you remember the Ice Golem that was released last time? Now, Ice Golem has been brought to live and is moving through the hands of graphic designers and developers.
This is an Ice Golem AI pattern. If you want to see more detail Ice Golem pattern movie. let's go Youtube!
https://www.youtube.com/watch?v=wApzU6jG26E

We’ve rolled out a few more social media pages, check us out and invite your friends!
We will try to regularly post small updates next time.
Thank you
Kelly