Simplified Walls
![](https://i0.wp.com/gamedev.sinwyrm.com/wp-content/uploads/2020/06/panic_button_press.gif?resize=124%2C92&ssl=1)
#PanicRoom Day 071
#100DaysOfGameDev R2D36
![](https://i0.wp.com/gamedev.sinwyrm.com/wp-content/uploads/2020/08/2020-08-10_Aseprite_new_basic_walls.png?resize=397%2C217&ssl=1)
I wanted to make the walls seem more “placeholder” and remove the texture I had on them. My thought is that I want them to be as simple as possible so as I move forward working with various building systems I have yet to implement, it will be less distracting and easier to troubleshoot. I can always swap out the wall and floor tiles later for ones that are properly textured once the code is finalized and I’m at the polish phase.
![](https://i0.wp.com/gamedev.sinwyrm.com/wp-content/uploads/2020/08/2020-08-10_Unity_new-plain-walls-tiles.png?resize=301%2C300&ssl=1)
Somewhere in the process of changing over to the new wall sprites, which I admittedly made way more complicated than it needed to be, a flaw revealed itself to me (See! I was right about less distraction being easier to troubleshoot): there was a gap in the wall placement whenever any exterior door gets placed on a left or right side wall. I will have to investigate this tomorrow and see what’s going on with that.
![](https://i0.wp.com/gamedev.sinwyrm.com/wp-content/uploads/2020/08/2020-08-10_Unity_new-plain-walls.png?resize=800%2C552&ssl=1)