7DRL - Day 6, Level Design Really Matters!
Today was a wild ride. I started out staring down trying to retool a huge amount of content to make the game fun and I got a little intimidated. Instead I ended up redoing my entire graphics library. This was, in part, triggered by my inability to render black text on a white background. There were a bunch of other issues but that were less severe but this one pushed me over the edge.
I finally decided to check out REXPaint and redid my library to render the on screen characters using the included PNG CP437 fonts instead of trying to use SDL2_ttf to build my own sprite sheets at run time. This ended up working way better.
After doing that I decided to implement contour bombing for level generation. I couldn't be more happy with the results! I wanted the game to feel like dashing through a dangerous cave and these new levels really help to bring out that feeling. I kept putting off redoing the level gen because I thought other things were more important but it turns out they really weren't. This had a much bigger impact than I could have imagined!
I've got one more day left, I'll be working on shoring up the gameplay mechanics and doing some final balancing. I'm finally feeling good about this game :)
Bonus gif of level sample generated levels
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The ancient dragon is hungry and you're short on time. You had better deliver that pizza quickly!
More posts
- 7DRL Wrapping UpMar 11, 2018
- 7DRL Day 5 - PolishMar 09, 2018
- Finding the gameMar 07, 2018
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