Varying landscapes
Not a ton to report since my initial post. This stuff is mostly cosmetic:
I worked on creating some background shapes for the landscape which will help break up that previously big green block so that at least the town can have more of a varied feel each time it is generated. Adds a bit of visual interest even if it doesn't change much.
I tried to get sprite collision detection but as of this moment, it doesn't work. I'm only seeing tutorials for checking tiles on the map to see if they have a flag on them. Since my landscape of houses is procedurally generated I don't think this is working. In other words, when I run a test, if I look to see if the player has walked onto a house it returns false even though it should return true. I'll spend more time on this.
I spent some time sketching out a minimal simple finite state machine with crayon and pen. I've been doing crayon sketching recently, which is a nice complement to unwind from computer use. It's not really needed now, but if I decide I need more states like a splash screen, ending or something else I can add this here.
Files
Quiltfolk
Status | In development |
Author | notapipe |
Genre | Adventure |
Tags | PICO-8, Procedural Generation, Turn-based |
More posts
- Procedural folks, procedural quilts!Sep 08, 2020
- Collisions and Procedurally Generated PlacenamesSep 04, 2020
- Basic procedural sprite generation - buildings, people and quiltsAug 27, 2020
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