Day 53: Today I had trouble getting started. As the new sprint began, it was hard to get into it. But once I got into it, I got what I wanted done. It turns out that doing maps on Tiled is actually quite relaxing. It doesn’t require the same level of concentration, than coding. However as soon as inspiration ran dry, it was immediately way more painful. This is why I decided to not force it and stop half an hour early. This definitely not an excuse to go play Skyrim earlier, I swear. Anyway, today I:
Decided that this sprint would be a “Room sprint”. I’ll do some rooms maps and I’ll put some enemies inside. I didn’t have to look far to find this sprint. It’s just one of the pillars of the game: Player - Enemies - Rooms.
Did some test on Tiled. Basically I just threw all the tiles I have together and see if I can make something that doesn’t make me want to puke. Thanks to that, I know use and other tile for the wall. It now looks like stone. Also I have “floor border” tiles that marks the limit between the floor and the obstacles.
Thought about the story. One of the things that went wrong with the prototype was the story. In the feedback it seemed that nobody understood/liked the story. Maybe it’s because they thought I was asking about the in game story (which is non-existent) while I was actually talking about the short text on the itch.io page. So I sat down and thought about changing it completely. But I didn’t found anything good. So I’m going to stick with it for now, and wait for more feedback. I still fleshed it out though. My idea is to have a “light hearted dystopia”. It’s a totalitarian leadership but with stupid stuff like hamster powered engines. Those leaders discovered an alien sanctuary and are sending people down to get data that’s used to make weapon. The ultimate goal is to reach the core of the sanctuary that is said to have incommensurable powers. This explains why when you die you can upgrade your ship, gives context, and gives a goal. I then rewrote the text in the brainstorming document to match the changes.
Did 16 room Tiled maps. My goal is to have 50 different rooms for the pre-alpha. Each room will have at least two possible enemies configurations. This should give enough room for the random generator to make something not too repetitive. Since there’s 16 maps I won’t describe each, because I’ll be boring to read and even more boring to write.
Did two small fixes. One that tags the room collider object with the appropriate tag. And one that raise a warning when I’m trying to add a room to the dungeon that has already been added.
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