Devlog #6: I think the path generation is getting there

Hi all!
In the image above you can see where I am up to in terms of path generation. I think it is looking a whole lot better. I ended up doing what I said I was going to do in the last devlog, with pre-determined starting points for each chunk. There is still the issue of the path "clumping up", though, which is what I basically spent the whole day trying to fix, but to no avail. Maybe I have to remove after the path has been generated? No idea how to do that either, though.
I also found that just having one starting point on each chunk edge and smaller chunks gives a way more consistent and balanced than larger chunks with more starting points.
Anyway, for tomorrow, I think I might spend a little bit of time trying to fix the clumping issue, when I have a fresh mind, but I can't I think I'll just move on.
Actually, I just thought of an idea. I think if I go through each path tile, I can remove any that:
- Are connected to more than two other tiles
- and each adjacent path tile is also connected to at least two other path tiles, not including this one
Okay, I will try that out tomorrow. I do have to go into the city for a meeting with my university rocket club and I'll probably need to work on that a bit, but I hope to at least get a couple good hours into this game. Goodbye for now!
The Waker
A dungeon-crawler of sorts in the very earliest stages of development
Status | In development |
Author | neyoe_j |
Genre | Adventure |
Tags | Indie, monogame, No AI, Pixel Art, Singleplayer, Top-Down |
More posts
- Devlog #5: Lots of bumbling around1 day ago
- Devlog #4: Improving path generation2 days ago
- Devlog #3: Path generation3 days ago
- Devlog #2: Chunk system and player movement4 days ago
- Devlog #1: My initial ideas for this game5 days ago
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