Shared June 26, 2020
Hi, y'all! Welcome to the second devlog for my indie game, which is going to be a combination of a farming simulator and a roguelike dungeon crawler. This past week, I took a deep dive into procedural level generation, which was a task and a half.
Thank you for the outpouring of support on the last devlog. It really means so much to me that people are engaging with my game, and I'm excited that people seem to like it! I kicked it up a notch this week with the editing for this devlog, so this is a little later than I would like, but hopefully, it was entertaining. Not sure if I'll be able to keep this style up (it took a loooong time) but let me know what you think of it.
As promised, why circular rooms didn't work for me: "Circles don’t fit well on rectangular screens. So you can only really see a horizontal slice of the room at a time unless the rooms are very small, which isn’t really desirable either. As an extension of this, the rectangular camera bleeds into other rooms very easily, and there’s not a great way to make a rectangular camera bounding box over a circular room with other circles in close proximity. Moreover, perfectly circular rooms just feel a little too pristine for a dungeon, which is interesting because perfect rectangles don’t really. Maybe this is the result of there being a larger cognitive burden on players to assimilate the idea of circular rooms, which are much less common than rectangular rooms, so the circles stand out as foreign."
Music is from: LAKEY INSPIRED - Better Days (https://www.youtube.com/watch?v=RXLzv...)
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