Random Floor Generator
Day 034 #PanicRoom
R2 Day 004 #100DaysOfCode
Day 099 #100DaysOfGameDev
I have wanted to create a system the generates floor tiles at random so it would seem different on every playthrough, and I finally decided to tackle that. I used RNG to determine the possibility of having a tile come up as cracked and then again to choose a group of cracked floor tiles that would be used and selected one to place. To minimize the amount of individual tiles I would have to design, I came up with a system of flipping tiles horizontally, vertically, or both to get more use out of each one and create a sense of more randomness. I like how well it works, for now, and have plans to further expand upon it to create even better floors. That will have to wait until a later time.
![](https://i2.wp.com/gamedev.sinwyrm.com/wp-content/uploads/2020/06/2020-06-07_notepad_script_HouseBuilder_CrackedTile_230-267.png?fit=800%2C428&ssl=1)
![](https://i0.wp.com/gamedev.sinwyrm.com/wp-content/uploads/2020/06/2020-06-07_notepad_script_HouseBuilder_CrackedTile_268-305.png?resize=800%2C612&ssl=1)
![](https://i0.wp.com/gamedev.sinwyrm.com/wp-content/uploads/2020/06/2020-06-07_notepad_script_HouseBuilder_CrackedTile_306-343.png?resize=791%2C610&ssl=1)
![](https://i0.wp.com/gamedev.sinwyrm.com/wp-content/uploads/2020/06/2020-06-07_notepad_script_HouseBuilder_CrackedTile_344-368.png?resize=800%2C371&ssl=1)
![](https://i0.wp.com/gamedev.sinwyrm.com/wp-content/uploads/2020/06/2020-06-07_notepad_script_HouseBuilder_Flips.png?fit=800%2C174&ssl=1)