This presented a unique issue as these rooms could range wildly in size. Using a recursion algorithm that causes the chance of an additional block spawning to go down the further from the source the cluster gets, we managed to get unique shapes for various objects that we wanted the player to have several of.įinally level elements are rooms the designers created as little mini challenges. The difference is they generate a cluster of a given block instead. Scatter objects are similar to level objects. In order to avoid putting Smart tiles where we shouldn't, any space we don't want to automatically generate dirt in is reserved, this also stops things like two ore spawning on top of one another. The reason they're so important is they use the the reserve system. Level objects are a pretty simple system, placing single blocks (usually ore) around the level. This serves to give a more jagged and natural look to the level. This is done by allowing the y level of a tile be offset by a random amount when it checks what sprite it should have. Eventually this system would be enhanced by having smart tiles on the boarder of a layer not strictly follow the 'correct' sprite and instead use the nearby layers sprite. This eventually lead to a functional difference between layers after I realized that the behavior of a smart tile checking its height could be applied to the game at large. Initially we had a set of three visual layers, the designers needed an object that could mimic the look of any given layer it was placed in for the purposes of level elements. Smart tiles are the foundation of the entire generation system. This system ended up being split into 4 processes: smart tiles, level objects, scatter objects, and level elements. Due to him being needed for other systems, I ended up taking it on. When we first got out of pre-production we had a functional but understandably hastily put together generation system made by another programmer. You can see the total accumulation of Labor Costs listed at the bottom left of the screen, just above your Manor level.ĭue to the non-linear progression of the Manor, upgrades are listed alphabetically.Contending for the feature I am most proud of in the game is the level generation system. This is a form of inflation that increases the cost of all other upgrades for every purchase you make. Once the player reaches Level 30 in the Manor, Labor Costs come into effect. Listed in the table are the base upgrade caps, the caps at +10 of their respective Soul Shop upgrades, and the absolute maximum caps using the Soul Shop's Cosmic Overload feature. The base upgrade limits of the Manor can be increased via various Soul Shop upgrades. The Manor includes unlocking additional Classes, permanently increasing player stats, adding new NPCs to the Docks area, and other useful features. The player acquires gold by defeating enemies, picking up dropped gold from breakable in game objects such as barrels, and opening chests throughout the game world, which can be spent on the Manor after death. Similar to Rogue Legacy, Rogue Legacy 2's upgrade system is themed on building a huge Castle/Manor.
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