LIMINAL: Devlog #2










Hello! It's been a minute, and I have some new updates to LIMINAL that I'm excited to share with you. This is the full list of changes.
New room generation system
The old room generation randomly placed walls, pillars, and had no different areas. The new room generation makes the walls look thicker and nicer (matching the "found footage" look from Kane Parsons' videos), and I added different "biomes". The list of different "biomes" includes:
Normal
Dense
Open
Pillars
Arches
Blackout
Pitfalls
The game now has a world seed, meaning every time you play, the rooms will be completely randomly generated.
VHS effect
Since the last devlog, the game's look has changed drastically. It used to be dark, and it was more orange than yellow. I wanted to go try and match the look to Kane Parsons' original found footage video, so I made a VHS post-processing material. I also edited a lot of things like exposure and the color grading to make it more yellow.
Materials
I changed the materials as well, making the roof look less dark on the space in-between the tiles, I matched the wallpaper texture to a photo scan of the real Backrooms wallpaper, and I made the carpet less dark.
Movement
In the previous builds of the game, the movement looked unrealistic. I lowered the amount of tilt while walking, made tilting look better, made crouching take longer, and I made the sprinting and walking speed lower.
Lighting
The lighting has changed as well. With the room generation, I also changed how lights generate. Lights generate using math to determine if a light panel should be placed, and then if an actual light should be placed under it. This works much better and looks like less of a grid.
Layout Changes
When I was reading the wiki on Level 0, I saw something about layout changes. I implemented it in the game by checking the unloaded chunks and the distance from them. It then shifts the chunk's seed by a small amount, causing a layout change.
Biomes
Normal: The normal biome contains a normal chance for walls, lights, and pillars to spawn while not feeling crowded.

Dense: The dense biome contains a higher chance for walls and pillars to spawn, with less of a chance for lights to spawn. The dense biomes usually feel more crowded, and they're harder to navigate.

Open: The open biome contains a much lower chance for walls and pillars to spawn, and a higher chance of lights spawning.

Pillars: The pillars biome contains a much lower chance for walls to spawn, with a higher chance of pillars and lights spawning.

Arches: The arches biome contains the same chances as a normal biome would, but occasionally spawns arch/doorway shaped walls instead of normal walls.

Blackout: The blackout biome has a slightly higher chance for walls and pillars to spawn, while lights do not spawn.

Pitfalls: The pitfalls are an open area surrounded by walls and pillars, containing a grid of pits that kill you if you fall into them.

LIMINAL
LIMINAL is a first-person horror game about getting lost in endless rooms and trying to find your way out.
| Status | In development |
| Author | Halflight Studios |
| Tags | 3D, Atmospheric, Backrooms, Exploration, First-Person, Horror, Liminal space, Singleplayer, Survival Horror |
More posts
- LIMINAL: Devlog #154 days ago

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