The top level algorithm for the procedural generation of maps has been
designed and implemented. Currently the chunk generation it relies on is
very basic, and will require more in-game content to be truly diverse and
I'm planning to write a series of articles about some of my ideas (good and
bad, so be warned) I've had for platform game level generation. Until then,
here are some screenshots.
Sorry for the lack of updates for some time. The development of XAI has
slowed down because of some distractions, but that won't be the case much
Nevertheless, some work has been done and there are many work-in-progress
features which will be demonstrated soon!
- menu/ui system is fully working and looks acceptable
- proper controls setup (for up to 4 local players); still missing game
controller support and saving/loading settings
- animation logic and rendering for entities
- added more sprites and animation, including for things which aren't
implemented yet but will be soon
- some experimentation and design for map generation algorithms; implementation
- many small tweaks
Currently, there are a few toy map generators implemented, but they were meant
for testing the game logic rather than for demonstrating desired gameplay.
Finishing the proper generator will be a significant milestone.
Make proper sprites and animation for all the entities currently implemented
in the game.
Implement more enemy types.
Game controller support. I need to research what control scheme would be most
intuitive for players, to use as default.
Multiplayer via split-screen, with both cooperative and competitive play.
(Network multiplayer is also planned but will come later).
The next milestone afterwards will be when basic mission generation (with clear
objectives) is done. At that point, XAI will become a game in its own right and
will be released as alpha (or "early access" in modern parlance).
For now, some screenshots
About to be attacked by a drone...
This tiny level isn't very playable but there are still things to shoot!
Controls setup menu
One of the building generation experiments
Nothing to be found over here
Testing tiny base generation
Current main menu
XAI has been in development for only a few weeks,
but that's no reason to withhold how it currently
Please excuse the recording quality as I don't
have any experience with that yet.
This video is from a recent build. Demonstrated
is the game physics, a few weapons, and enemy AI.
Most sprites are missing and rendered as purple
This video was made while testing an older build:
Here are some of the ideas and planned features for XAI:
Futuristic 640x480 resolution with 40 colours.
Use of fragment shaders to simulate up to 640
colours using advanced technique called dithering.
Pixel art instead of 3d rendered graphics, so
your cryptocurrency mining is only minimally
Low System Requirements
The game runs smoothly even on low-end computers.
It loads almost instantly so you can jump
straight into action.
Take that, AAA game producers!
Each zone, mission and game is procedurally
generated. Fun and unexpected things may happen.
There are no cookie cutter strategies.
Clarity of Presentation
Your goals are always clear and explicit, game
mechanics is easy to understand and not obstructed
by visual noise.
Graphics designed to minimise cognitive load.
Variety of Missions
Your job may involve infiltrating a military
complex, stealing important research data stored
on a floppy disk, killing everyone or even blowing
up the whole place with explosives.
Replayability and variety comes from reusing
familiar gameplay elements in different ways,
not from an overwhelming mass of content.
Variety of Items
From pistols, rocket launchers, grenades, and
grappling hooks, to laser weapons, force field
generators, invisibility cloaks, and anything
else you might have seen in good and bad sci-fi
alike (except for time travel).
Find many of your favourite technologies from the
visions of a dystopic future, such as floppy
disks, body augmentation, drones, and CRT
Hack into your enemy's defense system to disable
Or, for extra fun, make them shoot their own
Enemies won't be your only concern. Moving
platforms, pools of acid, traps, or imprecise use
of a grappling hook are just as likely to kill
Adapt to each unique scenario or suffer the
Choose the right weapons and equipment for the
task - you can't carry everything with you!
Plenty of strategies to figure out. Plenty of ways
they can go wrong.
Newtonian physics simulation for extra realism
(at least at macro scale and nonrelativistic
You can die by hitting anything too fast - not
just the ground!
Conservation of momentum - jump higher by shooting
Fluid, gas and temperature simulation.
Play a quick random mission, a custom scenario,
or start a career that lasts as long as you.
Create a team with your friends. Work for your
favourite megacorporation together, or fight
against other teams in a Capture The Flag style
If you're not a team player, kill your friends
in a Free For All instead!
Both online and split-screen multiplayer are
Designed with both keyboards and game controllers
in mind. Neither has an unfair advantage over
No matter what your ability or experience is, you
should be able to enjoy computer games, including
Set the difficulty level as easy or as hard as you
wish. Set handicap in competitive modes so that
unevenly matched players or teams can still enjoy
Hardcore mode where once you die, all your files
get deleted! Your save files, that is.
Why should you be limited to a choice between a
Standard Looking Dude and a Standard Looking
Woman? There is no atavistic normative bullshit
here, so you can be who you want!
Customise your avatar's body, clothes, hairstyle,
skin and hair colour, mods and more.
These things are purely cosmetic, but important
Runs on Linux, Windows, and even Mac!
HELLO WORLD (2018-02-20)
This post is just to say hi.
Expect much more content in the next few days, including
gameplay videos, information about the vision for the game,
There will also be more in-depth material about the
development process and design decisions.