HOWDY EVERYONE!
It's been a really long time since the last devlog, so allow me to amaze ya!
Room Editor
Previously, I had shown a screenshot of the in-game room editor, but I never showed the editor IN ACTION!
Recorded a video showing off how the editor works for anyone interested on the technical side of things.
Here's an explanation in case you're curious:
Every object is placed on a grid and when I finish placing all objects, I use a keybind to save the room on a 3D array. When the room has to be saved, every object will get an unique ID. Then, the objects' values (X position, Y position, scale, amongst others...) are stored in specific lines in a table on the array. The column in which they're stored equals the object's ID, there's a table for every room.

This info is then saved onto an external file which is loaded at the beginning of every run. Once loaded, all info is used internally whenever the game needs to load a room. To get more technical: These rooms are loaded using a fast loop. The amount of times the fast loop is ran = the amount of objects the room has. When the fast loop is running, it'll go through each column in the table, starting by column 0. When reading info from the columns, the objects are created and positioned according to the info in said column.

Each object has an Object ID (different from the ID used for the columns). This ID is used to tell the loop which object to create (Wall, Water puddle, Spiketrap, amongst others...).

For more complex objects like the weapons and enemies instead of creating the objects themselves, the loop creates Spawner objects. The Spawners then choose a color and weapon at random (or enemy, depending on the Spawner) and create 'em!
New floors for the rooms




Given the feedback from multiple people, the floor colors were changed in order to make a better contrast with the objects and scenes.
I hope these new colors will satisfy y'all!
You'll be hearing from me again....relatively soon!
Bye!
#deadlyseconds #indie #shooter #roguelike #halloween #retro #2d #topdownshooter
0 comments