I found a cool cave generation algorithm and I'm building a game around it. Currently you can only explore a single random level with 100 bats that fly randomly.
- random 128x64 map that wraps around
- rendering y-sorted mobs
- Kate, who can run, dash and stand still
- damage system
- attack for Kate
- better sprites for the level (pls help, I suck at esthetics)
- more enemies
- enemy AI
- collision detection between mobs
- more sounds
- and a LOT more
Any feedback or suggestion are appreciated.
- less noisy walls
Procedural generation is really interesting to see in pico8. I wanted to point out that you can put the map into a two dimensional table rather than using mset. This way you should be able to make the height and width more even. If your generation strategy is predictable you may not even need to do that. Just generate more as you go around.
@SmellyFishstiks with my current map generation only floor allows for randomness, but I will definitely revamp it to get some foliage on the walls and add what you said.
@Athas I have a board in a 2d table with 1 where the walls are and 0 where empty space is. I use mset to move the board to the map to make drawing things easier, although I guess I could be drawing it on the fly instead of using map(). I don't want to do that before I decide I need a bigger map or I run out of sprite space.
My generation algorithm doesn't allow for generating more content as you go. I need the whole level genrated from the beginning. I posted a showcase of the algorithm in an earlier post, you can visually see how it operates on the whole board at once.
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