Tileshift – Random Map Generation & Door/Key Placement
Another 10hours work today and here’s what we got up to:
Generation of content in TileShift has been a good challenge over the last day. So far I have created generation of rooms on the map so they don’t collide, generation of doors so they block the user from their goal, placed keys to unlock these doors, experimented with generating paths between rooms (not in demo). Some of the challenges were keeping keys in possible to reach places and keeping doors inside these generated rooms.
TileShift still uses Sam’s A* implementation, now improved which allows the player to aim towards the chest. We restructed code a lot to speed production over tomorrow, which is when we hope to add some more things like monsters, moving blocks, bridges. These will help add more challenge to the game, as it evolves around the player. We also aim to improve the UI by colouring the keys to show the associated door it unlocks, more sound effects and add more levels to the game.
What we have so far uses A* to track towards the overall goal, which needs to be broken into incremental goals of the keys, another job for tomorrow. So when playing if the key is placed south of the door it opens, you might not be able to get there. Have a go and see what you think of it so far.
Play our demo at:
http://www.codeotaku.com/game-mechanics-society/games/tileshift/index.html

This shot shows what is currently level two, play through and please comment