02-09-2015, 10:48 AM
Mechanics for clearing out large areas of blocks are still up in the air at this moment. Trying to target a minimum viable product at the moment, once that is done and I have a chance to actually play with the core game, then I'll add on additional powers and mechanics based around clearing dirt/obstacles.
Another update shot:
This is a screenshot of an entire room layout that has been generated by my level builder. As I stated before, there are a number of base templates that levels are constructed out of. The shape, number of exits, and pattern are all determined randomly and are based off of the map that is generated for the levels. (the previous screenshot showing the randomly generated map). It's using an algorithm similar to the way spelunky builds levels, but with a larger surface area. Since the template layouts are so big, I am able to actually apply a lot of level design principles to them and control how much of a challenge they are.
Another update shot:
This is a screenshot of an entire room layout that has been generated by my level builder. As I stated before, there are a number of base templates that levels are constructed out of. The shape, number of exits, and pattern are all determined randomly and are based off of the map that is generated for the levels. (the previous screenshot showing the randomly generated map). It's using an algorithm similar to the way spelunky builds levels, but with a larger surface area. Since the template layouts are so big, I am able to actually apply a lot of level design principles to them and control how much of a challenge they are.