10-30-2022, 08:36 PM
This is very cool!
Your procedural generation is a lot further along than my experiments. Not sure if you are using it or not, but "wave function collapse" is a cool technique, if you are interested in procedural generation.
I love using the Kenny 1-bit tile set. I used it in my own rouge-like which you have already seen.
Something I found early on, was that having full brightness on every visible tile made it kinda, bleh. Fog of war can really increase the tension of a level.
So, I had decided to bake in lighting on my static components of the map. I was/will add pre-computed lighting for my sprites. Having a cache of say 8 lighting levels for each non-static tile in my level. Then based on distance from each light source you render a light to dark sprite. This would be make for easy and computationally inexpensive feature what can really set the mood for each level. I believe this is how Minecraft did it.
Now you have inspired me to go back and work on my own rouge-like.
Your procedural generation is a lot further along than my experiments. Not sure if you are using it or not, but "wave function collapse" is a cool technique, if you are interested in procedural generation.
I love using the Kenny 1-bit tile set. I used it in my own rouge-like which you have already seen.
Something I found early on, was that having full brightness on every visible tile made it kinda, bleh. Fog of war can really increase the tension of a level.
So, I had decided to bake in lighting on my static components of the map. I was/will add pre-computed lighting for my sprites. Having a cache of say 8 lighting levels for each non-static tile in my level. Then based on distance from each light source you render a light to dark sprite. This would be make for easy and computationally inexpensive feature what can really set the mood for each level. I believe this is how Minecraft did it.
Now you have inspired me to go back and work on my own rouge-like.