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Map generation!

We now have proper floor generation! Currently all floors in the game are 41x41 tile mazes consisting of a 6x6 grid of interconnected rooms. Stairs and random events prioritise being placed in dead ends because that just seems like where they belong to me :)

Some improvements were also made to the way enemies pursue the player because it turned out that they were too hard to avoid in the smaller rooms with the limited movement options the player had. Enemies now move 1 tile for every 4 the player moves, and will chase the player if they are within 6 tiles (slightly outside of the player's own sight range -- how unfair!) and within line of sight. Otherwise, they slowly will make their way back to their spawn point. I also ended up optimising the rendering code a bit because the much larger maps exposed the fact that the current code was extremely poo and prone to slowdown! There's a lot more work to be done on that front but it should (hopefully) be fine for now.



I just need to do a few small adjustments and bug fixes and the alpha version will be ready for public consumption! Hooray!

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