Room-based Generation #1
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Reference: layla/glitch-in-the-system#1
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Instead of randomly placing pathways between rooms, use premade mapping to create ways to access rooms.
For example:
Each
x
would be a room object and-
and|
would be corridor objectsUsing this method, levels will appear better thought out, less "random," and more immersive.
Good resource for implementation of this:
https://gdquest.mavenseed.com/lessons/introduction-adf74ee1a27a04e6
Huge progress in
cd80ab3357
Essentially, buggy implemention of the generator is there but time will need to be spent creating individual rooms for testing and then debugging any . (Since this code has technically not been .)
I think my biggeset concern bug wise is here in
standard_generator.gd
:I'm worried that setting the room_instance position by the room size will be incorrect. It could process where its the origin point is in the center of the room instead of the top left. (the origin point should be cell 0,0)
So thinking about the problem while laying down and it's actually a lot more complex.
It would be different by direction.
Top:
exit_pos + Vector2i(0, new_room.size.y)
Left:
exit_pos - Vector2i(new_room.size.x,0)
Right:
exit_pos + Vector2i(new_room.size.x,0)
Bottom:
exit_pos - Vector2i(0, new_room.size.y)
(this might be able to be simplified by multiplying a vector by the exit direction vector)
May need to add an offset by 1.
Also will need add error checking to go through every tile in the given rect to make sure that there isn't overlap. I don't think the existing checks are sufficient.
So now the level generation itself has been implemented.
What's left:
Additional rooms for variationOut of scope for this ticket