Day 3: Hello maps!
Boilerplate Prototype » Devlog
Alright lets begin!
Daily Update:
- Read a whole bunch about rogue like level generation. I think the most informative was Bob Nystrom article with playable generators about how he designed one. Still don't understand it all well enough to implement so for now just going with a modified Unity Roguelike tutorial style generator. May try to learn how to implement perfect maze algorithm tomorrow. It's an 11x11 grid with walls on the edges so whatever code I use has to make pretty small spaces look great.
Side by side comparison of in-game (left) currently vs mock-up (right). I think the generator is trying to say hi!
- Implemented exits which regenerate the level.
- Modified the steam code so it priorities lower pressure pipes in order. Also added a local variable that stores how much steam it's already spent not tied to the global gain it gets that turn (otherwise pipes would be giving away steam they are supposed to get that turn and go into the negative- the selfless dummies!)
Think I'm going to limit myself to one robot per devlog (otherwise I'll spend all my time drawing them and not making the game!)
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Boilerplate Prototype
Steampunk robot puzzle dungeon crawler.
Status | Prototype |
Author | Munro |
Genre | Role Playing, Puzzle |
Tags | Dungeon Crawler, Loot, maze, Robots, Roguelite, Steampunk, Tilemap, User Interface (UI) |
More posts
- Day 7: Root of LootJul 19, 2018
- Day 6: Combat WombatJul 18, 2018
- Day 5: One point perspectiveJul 16, 2018
- Day 4: Ratio StreamJul 16, 2018
- Day 2: Steamy walksJul 13, 2018
- Day 1: Steampunk Dungeon CrawlerJul 12, 2018
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