Day 3! Things are a still too shaky to share a playable build, but I took a video of the first five levels in the game so far!
There’s a bunch of weird code in this game I don’t understand anymore – and that means lots and lots of weird level generation bugs that I have no hope of understanding. So the main thing I did today was to add an AI director for the game.
Once a floor has been generated for the player, the AI director takes over! It makes decisions like “That door goes nowhere, let’s scrap it”, or “You haven’t found a weapon in a while, maybe you should find one on this floor!” or just “opps, this level is impossible, let’s make a different one”. Probably going to be giving it a lot more to do by the end of the project – it’s a lot easier than trying to fix the generator at this point.
Main design change of the day: I’m trying an even simpler version of the weapons/item system where everything is single use. The game’s more fun when you’re underpowered anyway.
Tomorrow, the next five floors!
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