Game
A Day In The Life


6 years ago

Knocking out all the code required for the mines tonight. I'm wanting to get back to explaining how things work so read the article for more info.


The mines are an area quite different to the rest of the game. To keep them interesting they cannot become too repetitive and so need to be customised at runtime.

Each floor is actually chosen from a pool of standard room shapes and variants when the player interacts with the ladder. The pool itself is limited to that particular rooms own settings so that certain room shapes can only be encountered at certain depths.

After generating a random room ID the game will read the room settings and tell all the intractable tiles to run their setup functions. The setup function will decide if the tile is to be left empty or if it is to have a rock on top of it. If the tile is a rock it will select a random sprite from the map settings.

Once set up is complete the ladder will be moved to a random tile and the tiles own settings overwritten to empty so the ladder can be moved into place. The ladder to the next floor will be placed at another random tile.

After 25 floors the player will reach a rest stop. These floors have no rocks to mine or tiles to dig in but will contain an already exposed ladder and the blocked off tunnel for the mine cart. Smashing through the wooden barrier with an axe will allow you to ride the mine cart down to that rest stop from the mine entrance on all future visits.

Mines contain a wealth of minerals and jewels for the player to collect and either sell for profit or work into more useful tools and upgrades later on.



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