02-24-2015, 08:30 PM
DEVLOG UPDATE:
Currently I'm working on implementing obstacle blocks in my game. An obstacle block is a small portion of the level that can hold randomized obstacle templates. This is one technique that spelunky used for it's level generation to give much more randomized results when it generated levels.
Currently my level generator will also spit out levels that when all it's templates are put together, there are sometimes large chunks of dirt blocks that cluster together, I'm thinking that I'm going to use this as a place that I can put small obstacle templates or put clusters of ores and resources, so that players can come across small troves of resources and challenges to encourage exploration and excavation.
I've also started implementing some basic sound effects into the game as well, and it makes testing the game feel a lot more polished, than just having no sound at all. I'm also on the look out for some musicians to take on the task of making music for the game.
I also applied some things I learned earlier today and did this. Procedurally generated parallax backgrounds! (Yes, those are Yoshi's island tiles in the background.)
It came out better than I expected, now I just need to do some nice auto-tiling on it to make it less ugly. All in all, I think it's going to be a nice solution to the problem of having repeating background tiles.
Things are really starting to shape up on the game and hopefully once I get all of the level randomization factors done, I can start implementing some interesting enemies and have more gameplay gifs to show off.
Currently I'm working on implementing obstacle blocks in my game. An obstacle block is a small portion of the level that can hold randomized obstacle templates. This is one technique that spelunky used for it's level generation to give much more randomized results when it generated levels.
Currently my level generator will also spit out levels that when all it's templates are put together, there are sometimes large chunks of dirt blocks that cluster together, I'm thinking that I'm going to use this as a place that I can put small obstacle templates or put clusters of ores and resources, so that players can come across small troves of resources and challenges to encourage exploration and excavation.
I've also started implementing some basic sound effects into the game as well, and it makes testing the game feel a lot more polished, than just having no sound at all. I'm also on the look out for some musicians to take on the task of making music for the game.
I also applied some things I learned earlier today and did this. Procedurally generated parallax backgrounds! (Yes, those are Yoshi's island tiles in the background.)
It came out better than I expected, now I just need to do some nice auto-tiling on it to make it less ugly. All in all, I think it's going to be a nice solution to the problem of having repeating background tiles.
Things are really starting to shape up on the game and hopefully once I get all of the level randomization factors done, I can start implementing some interesting enemies and have more gameplay gifs to show off.