7DRL Day 4


Limited progress was made with the game during this day, although I managed to combine my two kinds of field-of-view, leading to a moody system where some rooms are dark and require the torch, and others are lit and visible for everyone.


You can see that the corridor here is fully lit, but the two rooms are not. It also keeps track of which room tiles have been seen, which is mostly for navigational help. I'm not certain I want to keep that, from a game design perspective, but it's trivial to implement.

I was also investigating the implementation of pathfinding algorithms, and realised I was missing some key data structures (Queues and Priority Queues) which I'll probably need to implement those, so I lost a chunk of time implementing a version of those.

Hopefully we can get on to the win/lose conditions today. I'm anxious that time is slipping away...

Get Station Salvage

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