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Defining Rooms

#PanicRoom Day 088

#100DaysOfGameDev R2D53
#100DaysOfCode R2D53

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Defining rooms wasn’t too hard to accomplish. I know the limits of my Room Block, and I know where my dividing wall is going. From there it is a simple matter of defining each side of the dividing wall as its own room, thus giving me Room Aa and Room Ab.

calculating rooms

The issue for me came about from repeated testing of my dividing wall script. Initially I wanted to be sure it would work properly in any conditions and in any configuration of the House, which it did. But watching House after House get generated on the screen revealed something I would need to address. There were times when one side of the divide would leave a room that was very disproportionate to the other side; I was seeing occasional long and skinny rooms that should be further divided to give me more rooms that would appear more logical in a House like they were being created in.

Today was all about getting solid definitions for my rooms to be able to work with them as separate entities later, but now I had something else to think on my approach to my room definitions was starting to change. I am tossing around ideas in my head involving Arrays or Lists, but I’m not quite sure yet which to go with.

working out room splitting

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