7DRL Day 6: So much anxiety


Day 6 was rough, for a number of personal reasons, so I didn't get very much done at all. The game is pretty much in the state it was at the end of Day 5.

Around the middle of the day, I was thinking about color-blindness and game accessibility, so I made some tweaks to my core framework so that I could implement a set of filters for simulating color-blindness.

I probably won't be able to make the palettes customizable for now, but this is something anyone can drop into their games now, which feels good...  BUT IT DOESN'T FURTHER THE GAME RIGHT NOW! :(

So I started to snap back to focused game dev, by trying to build a level generator. I had some ideas for how I wanted levels to look, but describing an algorithm to create it was providing very difficult for me, and in fact I was quite blocked by it for the rest of the day.

This morning, I woke up early to crack it, as some ideas had struck me, and while we aren't the whole way there, I am so close, and it is maddening.


The idea is that the space station is split into "nodes" connected by corridors, and then each node will contain (up to?) four rooms each. The gif is small here, but you can see spots where there are blue doors for the rooms, and green spots for where corridors need to be painted.

Once I port this back into the main game engine, corridors should be easier. Because the rooms are generated in abstract space, I need to paint it down to tilemap space so I can figure out sane places to put the corridors, otherwise you'll ram into a wall.

With 24ish hours to do, I'd like to finish this up, as well as add a few features to the rooms so they don't feel lifeless, and also rather urgently, a need for enemies and enemy AI. 

Unfortunately, I suspect I'm not going to have time to finish today, due to work and home-life commitments, and that hurts a lot. We shall see how we go.

Get Station Salvage

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