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Zerahan
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SurvivalGame
Experimental survival-game-like framework to build a level designer and storyteller AI on. Using Near Death as a loose guide, but multiplayer and more expandable.
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Map generator v2
#46
Open
Zerahan
opened
6 months ago
Zerahan
commented
6 months ago
[x] Shapes consist of tiles, and can be rotated to fit a space.
[x] Need to check if shape doors are localized to tile or to shape origin. Should be localized to tile when the shape is built
[x] tiles should never be rotated, aside from actor rotation
[ ] need better coordinate localization
[x] Use 2x2 as first shape, then L as second. Attach y door's tile to x door's tile. Then rotate y door to align with x door.
[x] Implement #47, the for loop with random starting point.
[ ] add support for vertical connections
[ ] Add support for tile types, to allow for type-dependent prop and loot spawning.
[ ] Allow for maps to be generated and saved in the editor.
[ ] Optimize map generator for building during active gameplay.
[ ] Rework step [2] below to pick via waveform-collapse-like rulesets instead of completely random.
Rules:
Tiles don't have rotation - they use the rotation of the parent actor.
Shapes can be rotated and only exist on the tile that is their origin point, so their location is the tiles location
A possible process:
[x] 1 An available door is selected.
[x] 2 A shape is randomly selected
[x] 3 A random door is selected on the shape
[x] 4 Attempt to align shape to available door.
[x] 5 If the shape won't fit, return to step 3.
[x] 6 If all doors have been attempted, return to step 2.
[x] 7 If all shapes have been attempted, mark the door as closed and return to step 1.
[x] 8 If there are no available doors, or if room count has been met, or if attempt count has been met, end.
Fix Bugs
[x] the 2x2 aligns correctly in all directions, but no other shape does. Check data for other shapes, and check every door for the 2x2.
[ ] Rework step [2] below to pick via waveform-collapse-like rulesets instead of completely random.
Rules:
Shapes can be rotated and only exist on the tile that is their origin point, so their location is the tiles location
A possible process:
[x] 8 If there are no available doors, or if room count has been met, or if attempt count has been met, end.
Fix Bugs