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gamedev 

Enemies can now drop keys if set to do so.

I was also experimenting with tile colors. I thought a light blue/cyan would be an interesting color for the tiles. I was expecting a bathroom-like aesthetic but it ended up looking like an ice cave instead.

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gamedev 

I've changed the way how doors and keys work. Now you have colored locks and you need that colored key in order to unlock it (much like in Doom).

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gamedev 

Replaced the wood tiles with charcoal colored ones. Wood didn't look good mixed with the metal-like walls.

I've also changed the tile format for the levels. 1st digit is the tile type, while the 2nd digit is the tile that appears on screen. It broke compatibility with my level files, obviously, but it's worth it because now the tile maps are readable.

Also, the first level you see in this video was just some sample output generated from a procedural generated cave algorithm on the roguebasin wiki. I just converted it to my level format. It kind of looks without a cave tileset though.

roguebasin.com/index.php/Rando

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gamedev 

Replaced the Zelda tileset with my own. I even added an extra wall tile for forward-facing walls.

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