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hi, please feel free to use whatever suits you and the overall style the best :)

I am fine with e.g. simple List of coordinates - I am adding to the list as generator progresses with each room right now directly in sequence generator, which works for it - but now it occurred to me that for branching/more complex paths a more advanced structure would be needed (which debug transforms w RoomChain component don't capture either I believe, if I'm not overlooking something  / it also looks like the debug transforms in the editor are not instantiated in correct order right now - they're ordered by coordinates, not path progression - don't know if that was intentional or not)

Anyway, although the overall structural information of the level might be useful in the future, I don't need a generic solution right now -)

- cheers!

So just to drill in a bit, how is that you want to use this data? You're using it for navigation of enemy agents? 

I agree that writing this data somewhere in a usable form would be a good thing, just need to think precisely how and what data will be needed. The main info you're interested in is the sequential numbering of rooms? You're right though that for stuff like the RoomTiler which spreads in multiple directions a list of coordinates won't help much.

Overall something that I am starting to see is that generating a kind of map/graph at one level of abstraction and then moving down to turn it into tiles makes a lot of this stuff work better, so maybe it makes sense to generate a graph or map of the level and save it somewhere for other gameplay related purposes.

Definitely thought provoking feedback!

it makes sense e.g. for grid based, non physics collision driven levels/movement

currently for testing I generate level and construct crude navigation map based on rooms coordinates (adding some offset to get the middle of each room)), the player/agent can move backward/forward in navmap - i.e advance from one room to the next/previous one:

( - not to confuse with unity's navmesh )

without any structural level information the data is only in tilemap now  - if you don't generate rooms/elements with physics colliders

(tilemap itself _might_ be enough in my case though - if the rooms generated had always exits only to connected rooms)

maybe things like A* would better operate on some preprocessed data rather than on tilemap tiles too, not sure

If you want to send me an email I can actually send you some code that I wrote that builds a turn / grid based navigation map from the boardGridCharacters data, instead of reading from the Tilemap. It works pretty well and isn't tightly coupled to Strata, it just reads the data and acts on it on it's own. Send me a mail at support@mirrorfishmedia.com and I can send it to you.