Day 2: Look about you


Good preparation is the key to success. So I went a bit overboard on surface prep for painting the shed.

As usual we got stuck on the game's name (the codename is Abomination). I liked the sound of Abomlimbation but not the spelling. Grim Rejoiner isn't the greatest name, but we were both glad to agree and move on.

In our five previous 7DRLs the mapgen has been left to me and I typically left it until sometime day 6, 7, or even 8, resulting in something somewhere between basic and nonexistent. Setting priorities is hard! This year I spent day 2 improving and writing map code. The mapgen code has been thrown out after each game because it wasn't reusable enough so didn't have much to work with.

And I also worked on the other side: displaying the 2D map with 3D geometry. There's a dazzling array of different possibilities Godot provides for that, and I spent a lot of time studying the options for procedurally generated maps and meshs and learning about lighting.

Spent the day working towards getting back-face culling working and in the end I don't know I like it much.

The shadowcasting here is built into Godot, but I plan to also use traditional tile-based FoV, if the combination doesn't look bad.

Get Grim Rejoiner

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