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i decided to download the source code and mess around. here’s something i found.

the changes active while i discovered this are, in git diff format:

diff --git a/src/create-map.ts b/src/create-map.ts
index 2a5573b..2f9caf6 100644
--- a/src/create-map.ts
+++ b/src/create-map.ts
@@ -145,6 +145,10 @@ function createGameMapRoughPlans(numMaps: number, totalLoot: number, rng: RNG, f
             levelTypeManor = (rng.random() < 0.5) ? LevelType.Manor : LevelType.ManorRed;
         }
 
+	if (level > 0) {
+		levelType = LevelType.Fortress;
+	}
+
         const [numRoomsX, numRoomsY] = makeLevelSize(level, levelType, levelRNG);
 
         gameMapRoughPlans.push({
@@ -1377,7 +1381,8 @@ function createRooms(
         gridY: -1,
     });
 
-    const roomTypeCourtyard = (levelType === LevelType.Mansion || levelType === LevelType.Warrens) ? RoomType.Exterior : RoomType.PublicCourtyard;
+    // const roomTypeCourtyard = (levelType === LevelType.Mansion || levelType === LevelType.Warrens) ? RoomType.Exterior : RoomType.PublicCourtyard;
+    const roomTypeCourtyard = RoomType.Exterior;
 
     for (let rx = 0; rx < roomsX; ++rx) {
         for (let ry = 0; ry < roomsY; ++ry) {

i’m not sure if this counts as a bug or not. it could be that this is just how the exterior roomtype works. but i figured it’s worth sharing incase it is unintended.

(+1)

Exterior room type is a little special. In particular room zero is a special Exterior room that encompasses the outside surroundings. The Mansion levels have additional Exterior rooms between their wings.  I’m in the middle of removing the special exterior room concept. I’ll have to look at what you’re doing in more detail later.

(+1)

if you want to mess around with things there are a trio of constants at the top of game.ts for starting out with a particular level number and/or type and with all the dev menus unlocked.

neat, thanks!