Devlog Day #006
This is the sixth day of developing Neon Nights.
Today I completed the map generation setup. I have never implemented such a thing before, this is why it is taking me so long, but now the main setup for this is done. I only implemented the generation of street tiles as you walk to the sides. I had several problems, like my code not knowing when/where to place new tiles (only when walking to the left), which had to do with the way I am implementing map generation. I will try my best explaining how I do it:
There is a max and min generated x. The area in between is the generated area (the green box in the video below). Around my character, there is a variable amount of space to each side (the red box). It reaches outside of the players view. Whenever the red box exceeds the green box, it causes the generator to generate this area. I then developed a method which determines the x values of where an element must be placed, so that it fits to the other elements. This is where all of my problems occurred.
I worked 2.5 hours today.Now that this is complete, I can quickly implement the generation of the ground and of the buildings in the next days.
Neon Nights
Status | Prototype |
Author | DrRotstein |
Genre | Action, Platformer, Puzzle |
Tags | 2D, Atmospheric, Dystopian, Indie, Pixel Art, Retro, Singleplayer |
Languages | English |
More posts
- Summary #003: Better GraphicsMay 07, 2023
- Devlog Day #015May 07, 2023
- Devlog Day #014May 06, 2023
- Devlog Day #013 / 2-Day-breakMay 05, 2023
- Devlog Day #012May 02, 2023
- Devlog Day #011May 01, 2023
- Summary #002: (No) Map GenerationApr 30, 2023
- Devlog Day #010Apr 30, 2023
- Devlog Day #009Apr 29, 2023
- Devlog Day #008 / 1-Day-breakApr 28, 2023
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