Dev Update #3

Suit Guy Infinity & Editor

Suit Guy’s level generation code finally got the needed overhaul and is now capable of generating random levels and rooms based on templates generated from the RandEditor. Suit’s level system is based on a grid in which you can place rooms (randomly) with a specific layout; vertical, horizontal or box layout and connects them accordingly. Because each room takes up 1, 2 or 3 spaces in the grid it’s easy to match specific layouts to specific rooms. Here’s a sample of what a level may look like:

You can see that each level is uniquely in shape, corridors and layouts and once a level is generated the room generator takes over and generates rooms based on a randomly picked templates. At this point the generator generates items within the rooms, such as plants, monsters, backgrounds, etc.

The goal is to eventually support random picked quests or puzzles for each room so you can progress to the next in order to finish the level and move on to the next.

Editor

Suit Guy’s editor, which previously were included within the game itself, has been re-written as a native OSX Cocoa app and features basic tile placement, object placement and will eventually support item template placement (one in X spawn X item). Here’s a side by side comparison of a room template and the room in game room:

Basic room with randomly picked filling tiles. Nothing too fancy.

This is all for this weeks update. Not much images or fancy graphics. Just a whole lotta code 🙂

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One thought on “Dev Update #3

  1. […] In dev update #3 I mentioned that Suit Guy’s Levels (levels are not to be mistaken for rooms) are randomly generated. At that time I still had to create rooms by hand with the RandEditor, which was annoying (I’m also lazy). And because it was the initial plan; I created a random room generator which can create a room any size, height or width. The largest room created so far is a 8*1500 tile room. The editor can now be used to create specific rooms for specific needs such as bossfight, special room types, etc. […]

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