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Differentiate each view #3

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ace-dent opened this issue Aug 11, 2023 · 4 comments
Open

Differentiate each view #3

ace-dent opened this issue Aug 11, 2023 · 4 comments

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@ace-dent
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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.

@filmote
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filmote commented Aug 12, 2023

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.

@Pharap
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Pharap commented Aug 12, 2023

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 (((x ^ y) & 0x1)) to select between them, thus giving you a chequerboard pattern that guarantees never having the same two tile variants next to each other. (The 'variations' might simply be whether or not to draw some 'detritus' on top, or actually drawing a visually different tile if you can afford the time and effort to make a second tile variant.)

@filmote
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filmote commented Aug 12, 2023

I already have alternating tiles in the system:

The dungeon looks like this:
image

recording_20230812151737

The blue squares are actually the locked cell doors.

The cellar has a real alternating pattern:

image

Results in:
recording_20230812152645

We could add more tile variations in the dungeon but it is a very small map and probably doesn't warrant it.

@filmote
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filmote commented Aug 12, 2023

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.

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3 participants