2017/09/07

DooM fangame: Progress Report #5 - Tilesets

Seems like my guess that I'd start speeding up and posting more screenshots was correct. Hope I keep it up.

Anyways, here's today new incremental step towards greatness:


The Caco moving is not really important here, but rather the tilemap, as it is being generated dynamically from an arbitrary data set, more precisely this data set:

0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,1,1,0,
0,0,1,1,1,1,0,1,1,0,
0,0,1,1,1,1,0,0,0,0,
0,0,1,0,1,1,1,1,1,0,
0,0,1,1,1,1,1,1,1,0,
0,0,0,1,1,0,0,0,0,0,
0,1,1,1,1,1,1,1,0,0,
0,1,1,1,1,1,1,1,1,0,
0,0,0,0,0,0,0,0,0,0 

Next step is to do some bitmasking magic so tiles are rendered based on their adjacent tiles, so it looks a bit less flat.

And then, after some housekeeping (lots of temporary code floating around right now) it'll be collision time.

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