Game
A Day In The Life


5 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.



0 comments

Loading...

Next up

working on a new mechanic for the prototype. no need to wander over to those far away items when you can just send in your drone.

Character customization: How and why bother? (expand)

Buttons jump scare test shot

Tall walls are all modeled and intergrated into the engine and work seamlessly with the previous two wall styles. actual wall skins for this set are incoming. A new test build featuring these changes will follow up soon.

Hi everyone, I wanted to put my project back out there after taking some time off. Fnafkit is a game about creating custom fnaf games with no need for programming. I'm also looking for anyone interested in helping out! https://gamejolt.com/games/TKFNAF/444860

I'm currently working on a new game with a team of people. Here's a mannequin being assaulted for test purposes. Gotta do what you gotta do for your damage systems.

Light menu is still undergoing it's refit, some behind the scenes code changes making it easier to edit multiple lights. A light will also toggle on/off depending on its intensity. So custom events don't need to be loaded with two different commands.

Asking the big questions today. We won't support changing your characters outfit or gender but you can give our beloved testguy a name. Character customization will come later, as it will take planning to get it as versatile as we want at the moment.

Character bits! We're currently throwing together the character animation pieces for the new customization system :P

Opinions on a new graphics style?