Wednesday, 18 May 2016

When Worlds Collide

I'm a few days into trying out some ideas for Kingdom and have enjoyed some success with getting a few ideas to work.

Generating levels completely from scratch was the initial plan but after some consideration I've elected to implement a sort of half and half approach. The basic outline (walls and floor) will be done by hand but all the detail and populating of levels will be done in code. This allows for quick creation of each level and ensures a good degree of quality control; it also affords differing types of level without the need to develop separate algorithms for each type.

Funny looking cave
At this point, I've implemented some file i/o to load the raw level data and a basic detailing function to work out where the walls meet the floor and select the correct blocks accordingly.

Further to that, basic player/world collision detection is working as it should so no more warping through solid rock and other such nonsense.

At this point I feel positive at having broken the back of the new concepts needed to get this thing off the ground. It wont be plain sailing but right now I can't think of any part of the planned game that I don't at least have a good idea how to do. It's a good place to be.