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(+1)

Thanks for creating such a great program. I've been working on building a viewer and doing some things with it, and I'm trying to make sure that I understand all the door properties.

### Door Types

The `type` field is an integer from 0 to 9, each representing a different 'door' type with specific properties:

0: connection - Open connection/passageway that never blocks vision

1: door - Standard door that blocks vision when closed

2: archway - Open archway that never blocks vision

3: stairs - Stairway (short stairs) that never blocks vision

4: portcullis - Portcullis that can be raised/lowered, doesn't block vision

5: special - Special door type that blocks vision when closed (unsure of difference with door 1)

6: secret - Secret door that blocks vision when closed

7: door - Alternative door type (unsure of this one)

8: longstairs - Long stairway that never blocks vision

9: longstairs - Long stairway variant (same as type 8? not sure of difference)

I'm mostly confused about #s 5, 7, 8/9. Any guidance you can give would be greatly appreciated.

You get it all mostly right. Please note that I'm not concerned with line of sight and in some case I can't say wether you can see through a specific type of a door. Even a regular door (type 1) may have a small window, so it's open to interpretation.

  • 3 - Entrance depicted as a staircase leading to the room.
  • 5 - Locked door. The key is somewhere on the map.
  • 7 - Barred door. Semantically it's the same as portcullis i.e. it's impassable.
  • 8 - Exit depicted as a staircase leading from the room.
  • 9 - Steps. Basically the same as type 1, but with a hint of a difference in level between the two rooms.
(+1)

Thanks, that's super helpful. Again, the work you've done on your generators is awesome.