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(3 edits)

Day 5 - Animation & Map Gen

Long long day, I'm beat. But I think I'm on track for a "successful" ending, which is great!

Spent the morning on some polish, and I'm really happy with the progress. It's not beautiful, but it's functional and has the tiniest bit of juice to it. Bots now visually shoot at you if you end your turn in their sight, and then disable themselves for a few turns to recharge. Good balance mechanic, good visuals.

Then the afternoon. Back to map gen. Spent a while looking at images like this to see how spaces are really laid out.

And from there, just really ground out some new styles of maps. I'll share some variations along the way.



Admittedly a big jump between those last two. I thought I'd saved an intermediate one, but apparently not.

I'm ending the day with the new map generation plugged back into the main game. Its door generation is awful, though. 

Next Steps
  • Fix the doors. Maybe using a cost based version of pathing that strongly prefers to go through the inter-room walls.
  • Knock out more of what my algorithm calls "partition" walls.
  • More room "fillers"?
  • Add back in enemies.
  • Consider more enemy types for challenge.
  • Add cooldowns and some more move types and associated UI for that.
  • Tutorial???
  • Title screen graphics???