Submissions from 2017-10-14 to 2017-10-15 (2 total)

Finally started doing work on my next game. It's going to be a totally overly-ambitious scifi roguelike that I probably won't finish.

While thinking up this game, I expected to re-use my home-brew tile-map system (as seen in A Miner Inconvenience), but just this Thursday, Unity released version 2017.2, which is the first non-beta, public release of their own tilemap system (they've been teasing it in conferences and preview videos for abotu 4 years..). What great timing!

I'm still very very new to using the new system, and I may go back to my own at some point, but so far I'm liking it. I was able to procedurally generate a 'room' (10x10 square of tiles with walls on the perimeter). And have figured out how to query the tilemap for the type of tile at a given position. This is obviously necessary for things like tile pass-ability.

Anyway, I started implementing super basic 'click to move' behavior:



This map is *not* procedural (it's hand-drawn), but the data all goes into the same tilemap structure and I am using the tile's type to determine if the player can move there. At the moment, there is no path-finding, so the player can go on diagonals and through walls (but I didn't record a GIF of that!). But, the movement is smoothed with an AnimationCurve, so I got that going for me, which is nice..

Not a bad start!

Spoiler Alert: It's not actually my wedding. But, it's a friend's wedding that'll be taking up most of my day. But, before that kicks off, I had a wee bit 'o time to try implementing some stuff. In the short time I had, I decided to start creating a 2nd type of enemy... which is really just like my 1st enemy, only he has more hit points and is a different color. More than anything, creating this 2nd enemy basically confirmed that it'll be fairly easy to swap enemy types in my level segments. The level segments will have baked-in values defining when and how the enemy moves and fires. But, at run time, I'll be able to actually choose what type of enemy to spawn.

Moving forward, this might allow me to cheat a bit and reuse level segments in different ways. Early levels might spawn easier enemy types while later levels can spawn more difficult enemy types.