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I dove head-first into procedural generation (and ds grids) since it's the thing I most wanted to learn about during the jam. HeartBeast has an awesome tutorial series on YouTube for exactly this, so it was easier to grasp than I thought it would be.


The result of going through the first tutorial vid.

What I want for my levels is for the path to begin in the West, allow it to meander North/South but inevitably head East. So it was a matter of setting the starting coordinate and restricting the directional movement of the controller.


These paths don't double back on themselves and they have a tendency to head Eastward.

It doesn't seem like much, but I'm very excited about this. Just needed to make a couple more tweaks. Made sure the path wouldn't make those consecutive zig-zag turns, broke the repeat function if the path approached the room width, and ensured that the end of the path would be East-facing.


This is where I am now.

What I'm looking at next is:

  • Autotiling; placing road tiles, grass tiles, and partial road/grass tiles appropriately
  • Populating the map with spawn points for enemies, resources, and random events
  • Making sure the payload can automatically track/follow the path that's been laid down. This is a somewhat important one, and just the thought of trying to figure it out is making me sweat :')