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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.

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