Skip to main content

Biggest Hurdle Thus Far

As I go through the RogueSharp code, it becomes more and more obvious that the biggest obstacle I have right now is map generation. Currently, RogueSharp uses a trimmed-down version of the classic random placement map with centered tunneling. It's an unbeatable basis for any kind of dungeon crawl, and most roguelikes use it.

Except it's totally wrong for Eclipse Perilous. The game is set on an airship, so things have to be tight and compact. Cabins and rooms are linked to each other by narrow passageways rather than hallways. In terms of design, it's critical to employ that kind of claustrophobia to most of these maps. Long story short, I have to set this map generator aside, but not completely - I have plans for a chapter to use this kind of map generation. It's supposed to be jarring and unfamiliar, so switching out map generators here would help push that feeling even more.

In any case, to replace the classic generator, I have to rebuild a cleaner version of BSP's map generator from before. Anyway, I'll then have to replace the old generator, flip the switch, and watch the game glitch itself into infinity. Debugging this is going to be no fun at all. Good news is that my old work putting BSP together wasn't altogether a bad thing. Even if I can't pull the old code, I might be able to write a new kind instead. Bad news? Now I gotta find and dust off that old code while wrestling with git. It's worth it though.

Stay tuned for more.

Comments

Popular posts from this blog

Resolutions Schmesolutions

When I was in high school, I had a somewhat chaotic approach to cleaning. It began when I got frustrated by a cluttered desk, and dumped everything on the floor. I put back only the things I absolutely needed, shelved a few other things, and threw away everything else. This turned into a cleaning ritual where everything was classified as "keep", "store", or "discard". The goal was to discard as much as possible while treasuring only the things I truly wanted to keep.

Over time, that habit of mine evolved into something different. It became the cornerstone of my minimalist lifestyle. I learned to judge who and what I needed to treasure, and who and what I needed to discard. But it wasn't only about surroundings - it was also about self. I always found the idea of a classical hermit living on a mountain somewhat appealing, and I made many decisions to reach a reasonable interpretation of that. The path was much rockier than anticipated.

Anyway, at the b…

Coding schmoding: Populating Levels

Apologies for not updating last week. I ran into a number of problems while trying to put items in levels. It certainly sounded simple enough, right? If there's room for something to spawn, then spawn it. Boom, done.

Of course it's more problematic than it first seemed. Long story short, last week I spent a good chunk of time trying to figure out why functions I wrote weren't spawning anything at all. I don't recall all of the problems, but it was just one thing after another. You should have seen my browser tab - it was filled with Unity reference pages.

In any case, I decided to pick it back up this week, and finally got some progress forward.

Lots of learning and coding these past couple of weeks. Been trying to randomly spawn objects in the game world. Took longer than I wanted, and it's still wonky. Making progress, though. My sanity thanks liquor and pot. Read the Devblog in bio. #gamedev #gamedesign #indiegame #indiedev #solodev #indiestudio #prototyping #bsp…

First post?

Alright. So just got this thing set up, figured I'd type some stuff in here to make it not quite so empty. I haven't had a blog in a while, and I used to spend a couple of hours building each post: figuring out its theme and topics, structuring it, doing a whole mess of editing, and so on and so forth. It was time-consuming to say in the least, and it got tiring quite quickly.

This go-around I think I'll just throw spaghetti at the wall, not caring if anything sticks. Not that I don't enjoy making good posts, just that I'd rather concentrate on actually writing IF stories rather than "proper" blog content.

So expect a crapton of grammatical errors and typos.

Aaaaanyway... So this IF series actually was born because of my defunct actual-play podcast called Penumbra Extinction. I was writing three IF novels to supplement Penumbra, with each one providing some backstory to each of the three main dimensions my players were going to visit.

You can even read my…