Week 17... Well, I hoped that it will be done by this time, but then, I wasn't working as much as I wanted. And now back to update.
This week was sponsored by letter D, D for Doors :)
This week was sponsored by letter D, D for Doors :)
- door pieces are chosen to match actual door as close as possible - it is now possible to have wooden door and two differently looking holes on each side of door (one could be enterior of castle, second: a cave)
- added blocking that may prevent pieces to be placed in that place (window can block anything to be placed in front of it, I have no plans to block only pieces of given type but I might consider doing this)
- added default occupy calculated for door basing on size of hole - this works with blocking system telling it how much space does door require
- added smarter generation for doors - they check where on given wall they could be placed (by subtracting from available space every place that is blocked by something) and try to fit there
- some other minor stuff done (mostly related to room generation)
Here's gif that shows what happens if there is no blocking and there is something on wall that requires space not to be obstructed.
In plans there are decoration objects that will change flow a little bit: they will be placed after doors are placed on walls. But this blocking thing still should be used for windows/holes/pillars other such objects. And blocking system will also be used for decorations, but then doors will be blocking decorative items.
You can also notice all those small differences in walls and door placement that come from procedural generation (although now it is quite random still and number of pieces is very limited).
And I finally decided how to handle floors and this is my next top priority thing to be done.
One of the things that I overlook are doors in floors and ceilings. If I'd be doing this letsdothisasquicklyaspossibleandnotcareaboutextendibilityandmodders then I would just add object that on contact plays animation on player's character and teleports it to another room. But I don't want that. I want proper door in floor, that can be opened, closed. That any character can move into but also can change its mind and move out from it. Doors in ceilings will have no other functionality than just an entrance to room (well, maybe just something to be drawn on floor). But I will still think about this while working on floor generation, which will also modify and tidy up room generation a little bit.
You can also notice all those small differences in walls and door placement that come from procedural generation (although now it is quite random still and number of pieces is very limited).
And I finally decided how to handle floors and this is my next top priority thing to be done.
One of the things that I overlook are doors in floors and ceilings. If I'd be doing this letsdothisasquicklyaspossibleandnotcareaboutextendibilityandmodders then I would just add object that on contact plays animation on player's character and teleports it to another room. But I don't want that. I want proper door in floor, that can be opened, closed. That any character can move into but also can change its mind and move out from it. Doors in ceilings will have no other functionality than just an entrance to room (well, maybe just something to be drawn on floor). But I will still think about this while working on floor generation, which will also modify and tidy up room generation a little bit.

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