Game Guide & Refactoring
- Liam Healey
- Dec 11, 2023
- 1 min read
Updated: May 22, 2024
The Ceros Project
I started refactoring how I was doing the procedural generation so that it could be more modular code-wise & also allow for a huge amount of control over what was generated. Instead of just picking room locations and then making connections between them, I decided to break up the system using edit inline new classes. So now the generation would be specified by a nested list of structures that could be generated, for example, one component will be to spawn a series of structures in a row with connections between them, but those structures could be rooms, lines of structures or any other thing that the generator could generate. It will also support recursive generation so it will be capable of making self-similar fractal-like structures.
Elemental Engagements
I mostly focused on making the game look good (though the text was written by the designer), though I also implemented ability tooltips, and fixed many bugs.
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