Sunday, May 22, 2011

Duckbill: Week 2

No time to talk, download this: Duckbill-r12.zip (Google Docs)
Don't worry that the revision number went down, that's because the revisions were reset when migrating from Google Code to Assembla.

Features:
- Random map generation
- Random platform generation
- Three kinds of item
- Lighting system
- Shoot badguys

Caveats:
- Maybe it'll hang when you create a new map. If it does, the chances should be slim, so quit and try again.
- You can fall into a room you can't jump out of. The entire map is visible from the get-go, so if this happens it's kind of your fault (see How to Read the Map), but it still sucks so I'm working on it.
- For that matter, sometimes the random platforms will generate in such a way that makes jumping to the next room difficult or impossible. I know how to fix it; that's coming up next week.
- Generating larger maps takes a while now that I'm placing platforms in each one.

How to Read the Map:
Color of room corresponds to how high it expects you can jump. The colors go Blue, Green, Yellow, Orange, Holyshityou'restillplaying. If a room is slightly darker with a gray outline, it's a darkened room, and you'll probably want to get a light upgrade before you go in. If a room has a red outline, there are enemies in it, and you might want to find a gun first.
Also: arrowkeys will move the map, and plus or minus will zoom or shrink it, respectively.

Screenshots:

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