No stable build yet, but I just got elevators working today. Also got some basic doors and walls generating, these actually check the side rooms and clog themselves up if no room exists. Now the player has all 4 axis to explore the map with, freely going left and right and using the elevators for vertical "floor changes".
Other exciting note, the elevator is an "entity" in my new entities system. These are sets of tiles/sprites that can also run AI. The behavior of the elevator is actually just an AI checking the player input and responding. It also keeps the player on top like a platform using an overwrite switch for gravity. So the AI routines can do a lot of strange/fun things.
The generator now does a "final pass" once the map is built to construct all the elevator bottoms. This "final pass" could be used to spawn the boss and other elements as well, to clean up the current map gen code. (For those curious, it can't just build them while doing the rows because the next generated row will overwrite any changes, and the below room objects don't exist yet at that stage in the map creation.)
Also gave most of the background music a pass and mellowed out the volumes for notes. Should allow game sound to take priority over whatever melody is playing.
Next is probably giving the map generator a redo, since the current method still crashes out sometimes when placing objects. There are a lot of objects left to add to the game, so it's pretty high priority to make stable maps. Plus I really want to share a build with you that doesn't have a 20% chance of just crashing on boot. :p
There's a bunch of other stuff I want to add to the maps to make them more interesting, but with only 10 days left I should prioritize the base game cycle. Fancy features don't matter if the game can't cycle from beginning to end. :)