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Worlds ceiling floor implementation idea

Lauri Mäkinen edited this page Oct 7, 2013 · 4 revisions

This is most likely not going to be implemented

In normal roguelike you have all rooms with ceiling and floor, this idea is to have the ceiling/floor from the room above or below. This needs to be considered...

Side profile examples, @ is player # is tile.

Layers are worlds Z coordinates values. In short, when a actor walks on ground, it walks on ground on the room below. This prevents from having one "floor" layer between all

n = player's current Z level
Side Projection
(n)  :  @
(n-1): ######

Top Projection
(n)  : .@....

Example of a down/uphill

n = player's current Z level
x = player's current X position
Side Projection
Depth(n)    @ ^###
Depth(n-1) ###^   

Top Projection
.@.¤¤¤

Player moving down the hill...
position(x)    ..@^¤¤¤
position(x+1)  ...@¤¤¤
position(x+2)  ___^@..
position(x+3)  ___^.@.

¤ (or some characther we choose), is going to represent downhill.

Maybe _ should signify a floor (or something) on a deeper z level while that way it's easier on the eyes. Also included ^ character as a notation that theres a transition from Z +/-

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