-
Notifications
You must be signed in to change notification settings - Fork 0
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Differentiate each view #3
Comments
In the cellar and cave, there are alternating patterns as these levels are a lot larger than the prison. If we reuse the prison wallset again for a larger level, it may make sense to include an alternating pattern. |
Again, to throw out a suggestion: you could put the player's coordinates somewhere on the HUD so that it becomes obvious when a player's position changes because their coordinates also change. I mainly suggest that because it should be theoretically quick and easy to implement compared to something involving some kind of 'detritus' generation algorithm (and corresponding 'detritus' sprites). Though I'll also point out that another relatively easy option might be to have two variations of tile and use the old exclusive-or trick ( |
The cave also has alternating patterns. I also need to be careful that changes to the rendering doesn't cause the screen to flicker. Thus rendering 'detritus' on top of the existing wall set is not an option really - it needs to be baked in. The dungeon wallset consists of over 50 images! It is not trivial to make an additional wallset. |
In the prison (and I’m sure elsewhere), it can be confusing to turn and see the identical view.
Could there be some procedural generated difference, based on the tile position (so pseudo random, but repeatable based on map position).
It could perhaps just be some minor features on floor or ceiling? A change in differing, grass/ detritus sprite, etc.
Something subtle is fine.
The text was updated successfully, but these errors were encountered: