Week 5 Game Engine Progress
Game Engine Work:
This week I continued working on the generation of the 2D map for the game. I spent a lot more time working on coding the edge checking system. Currently I have pretty much figured out how to make it work. I have a few special cases that I seem to be finding that I did not check for. One is featured in the image below that shows if the edge is closer to another edge it does not know to handle it properly. It only finished the edge on one side. The error is just above the character to the left. To fix this I need to add art assets for each case and check it in the code. Currently I also have most of the grass edge working. I need to finish checking some of the special cases just like in the water section.
After the edge system is done for the water and grass, I need to work on the other sections with edges. In the future I want to change the water tile and make it animate. I also don’t want the tile to just be blue water. Also, soon I want to add more detailed tiles to the map to make it look much more interesting.
In the map generation right now, I marked an area in dark green that would be the denser forest area. The dense forest would be made up of much denser tree placement and taller grass and shrubs. Some of these areas would be inaccessible without cutting the objects down. I also marked out terrain with a grey area for mountains and a white area for snow. In these areas I want it to look like they are a higher elevation and I believe that I will be able to make it look higher using edge sprites. Instead of replacing the edge with a one tile change, I would need to probably use at least 2 tiles to make it look like it is higher up. Also, once I add collision the player would not be able to just walk into these areas without a ladder or ramp or something.
Future Game Engine Work:
I would like to add elevation changes to other areas as well down the road. I have been thinking a lot about what I would like to have in the game, and I think I would like to have cave entrances spawn on the map in the elevated areas. Then if you enter a cave, I could generate a below ground map that would resemble caving and dungeon exploration. I think by adding this element it would make the game much more interesting and would make the game very repayable due to all the procedural generation changing every time you play the game.
Furthermore, I started thinking that maybe most of the enemies on the surface will be forest animals. I really enjoy nature and wildlife photography so I figure a game with wild animals would be cool. To start I would like to implement some animals that would be non-aggressive and others that would attack the player. I would probably start with sprites for bears, wolves, rabbits, and foxes. I think it would be real fun if the player could tame these animals or trap them. But this work would be something that I am no where near ready to implement.
For now, I think I am going to focus heavily on the procedural generation of the world. Then I will work more on the game play aspects. It has taken me longer than I thought it would to figure out how to calculate all the edge checks, but I am starting to get the hang of it. The next step is to try using cellular automata or another method to produce more random placement of detailed tiles. Then I would like to work on the elevation changes.
Game Art Work:
Over the period of the week I worked a lot getting the proper tiles for all the edge cases. With the grass edge I was able to use less tiles because of the way I created the tile set. So, it was easier to complete than the water. I will most likely use the new method to complete the other areas, so I don’t have to make as many assets. Other than making a few edge tiles I really did not work much on art assets this week. I want to add more randomness to all areas on the map because currently the blank colors are boring. So, this week I will work on adding more detail tile sprites to each area. Once there is more randomization the map will start to look a lot more interesting.
In the future I would like to add a rivers and path system. So, I will need to create art assets for this as well. The other problem I might encounter is if a river intersects with an elevation change. In that case I would need tiles that look like a waterfall to now throw of the aesthetic. I am sure that I will encounter all kinds of problems as I work on this, but I am hoping I can figure them all out and make everything work as intended.
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