Early SSS #13 - Filling Rooms
This week I’ve added a few different room styles so dungeons don’t look quite so bare. The video shows them off best, but there are screenshots below.
The designs are produced with combinations of templates, randomness and cellular automata (more information). The problem I’m currently trying to work out is how to design rooms containing more interesting jumping puzzles that require the player to hop between multiple platforms.
I’m seriously considering investing in some graph paper for this.
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