Now the prefab builder is finally finished I can begin making prefabs. It's kind of fun, I get to dream up puzzles, traps, little bits of narrative for the game to make it come alive. it'll be more fun once the level builder is working and I can begin navigating around my creations in game.
I added some final finishing touches to the way prefabs are handled while saving. Now a border of wall tiles is added to the floor tiles, but the rest of the unfilled area is dig able. That means the tunneler will be able to join prefabs together more closely without leaving a big border around each prefab. Also the prefab is cut down to an array that includes only the area containing walkable tiles. Any empty tiles are trimmed. So a 4x4 prefab will only take up a 4x4 array, not a 20x20 array. Also empty lower levels are cut out and replaced with a [None] array if the prefab is a single level one without stairs. I've included some data with the prefabs in the dictionary to show if it is a single level prefab and how big it is. This will make it quick to sort prefabs ready for adding to the level builder.
I just remembered that I forgot to do something... Have to go and fix that. :)
In the mean time, here's a short video (click the image to go to youtube) of some prefabs I already made:
Click for a video. |
I forgot to rotate prefabs when saving them so that the long edge is always on the x axis. That will help a lot when creating levels as I can check vs longest edge and shortest edge, then rotate prefabs to fit in the BSP space. I don't need to create unique long x or long y prefabs, as I can use the rotation script to make any prefab fit where it is needed. I also forgot to set the first part of the unique dictionary key string for newly saved prefabs to the length of the existing dictionary (+1), that resulted in a few prefabs being overwritten.
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