To test out new features and performance, I needed a bigger map. I used the random dungeon generator at Donjon to create a modest 46 square x 58 square dungeon.
I learned a few things from this test (other than I need to replace the cyan ink in my printer). The first is that drawing the terrain on top of a 2D map looks like good solution. The map is broken up into a grid that matches terrain, so any part of the map can be hidden. I’m still leaning towards revealing only portions of the map that the player has seen as the default behavior.
And second, I can’t write the level editor soon enough. The levels are currently stored in a text file, which has worked up to this point. Inputting larger maps, however, is a tedious exercise in data entry.
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