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Worlds ceiling floor implementation idea
Lauri Mäkinen edited this page Oct 7, 2013
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4 revisions
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 +/-