![]() But the "too flat" criticism was too valid to ignore and it gave me the spur to work out how to do it and I'm glad I did. It was something I'd tried but couldn't quite figure out how to incorporate it into the procedural generation. To address this I've added in things like moving scenery and stairs. Two criticism from early work in progress videos was that the maps were too empty and too flat. The two main reasons for including this was to provide an obstacle for the player to have to navigate whilst not necessarily getting any protection or cover from and to also give a "cliff edge" that the player could accidentally fall off or be pushed off if they are not paying attention to their surrounding, to give them something else to think about.Īt the time I thought that this basic foundation would be enough to keep the game interesting but, as it turns out, it can get boring really quickly. Quite early on I decided to add "hollow" areas which are tiles that the play can not walk on but do not block line of sight between the npc and player. I'm trying to make sure that each style has an effect on game play – for instance, wide versus narrow corridors – but I think I'll end up makings some styles that'll only be different cosmetically. I already have three and hope to have a minimum of five but would ideally like more. To alleviate this each map is based around a style, which is the basic look of the map and shape of the tiles. One of the dangers of procedurally generated levels is that it's very easy to create a game with a hundred levels but in reality they all pretty much feel the same. Each tile has three cosmetic variations to give some visual variety within an overall style. The maps are grid based with tiles making up the corridors and rooms. Each level is controlled by a template that holds the parameters for the procedural generation, such as the size of the map, it's style, number of rooms etc.
0 Comments
Leave a Reply. |