![]() ![]() We tried a few different ways of doing procedural generation. We had a few infinite fall moments during the development. We can’t say what’s at the very bottom as it’s a bit spoilery, but technically, the engine does allow you to go very very very deep. The basic structure of the world is the following: there is the first area (mines) and underneath that, there’s the second area, and so forth. The world is procedurally generated, but we do have an overall structure that stays the same, mostly to give the game good pacing and for us to control how the game plays. To make liquids have different densities you just compare the densities when figuring out if you can go down (and then swap the pixels). With those rules, you get a rudimentary 2D liquid. If not, they check left and right to see if they can move that way. ![]() Every pixel in the game follows rather simple rules, but when you combine them together you get surprising and unexpected results.įor example, liquid pixels first check if they can go down. Essentially, it’s complex cellular automata. The game is based on a falling sand style simulation. We’ve been working on Noita for a while, but the company itself was formed in 2016. The three of us have worked on our separate projects before and we teamed up to create Noita. ![]() We have a studio called Nolla Games and we’re based in Helsinki. And I worked on Crayon Physics Deluxe previously. The other two are Olli Harjola (developed The Swapper) and Arvi Teikari ( Baba Is You and a hundred of other games).
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