Reign
Member
There are so many options out there I couldn't decide, but I eventually settled on a method being similar to the binding of Isaac and Zelda. I make the rooms by hand with my custom map maker. I then randomly pick a few out of many premade rooms from a file to fill the map and add the doors as I generate the path.
I really want better looking maps than BoI though and am trying to find ways to accomplish that.
One problem I've always had with Zelda and the binding of Isaac is that the perspective makes no sense and I wanted to correct that. The view is top down for the map, but the side view of player makes him look like he's laying on the floor. I've been trying to find ways to do it in a 3/4ths bird eye sort of view, but it's difficult to show where the doors are, especially if I make the walls 2 tiles high and having a hard time making it look nice if the walls are 1 tile high.
The other problem I'm having is that I would like the doors to move so that they are not always in the center, but I'm not sure how I can accomplish that. Like if I know a door has to be on a specific wall when generating the path, I could slide its position along the wall, but would be weird if the doors don't line up in each room? and how could I prevent the door from being blocked? should I separate rooms into categories based on where the doors are pre-placed? (like L shape, + Shape - Shape, etc).
Or, do I just keep the doors in the center of each wall and improve in a different way. I've been thinking maybe I can have larger more unique rooms so the doors being in the center is not as obvious, but smaller maps.
Whether I keep doors in the center or not, right now I just replace the wall tile with a floor tile and remove collision when adding the door. This means I have to have a path leading to where the door might be when designing a room. This is a big hinderance far as making rooms look and feel unique, because it restricts me to only ever making the corners a unique area like adding water in the picture I attached.
Any thoughts?
I really want better looking maps than BoI though and am trying to find ways to accomplish that.
One problem I've always had with Zelda and the binding of Isaac is that the perspective makes no sense and I wanted to correct that. The view is top down for the map, but the side view of player makes him look like he's laying on the floor. I've been trying to find ways to do it in a 3/4ths bird eye sort of view, but it's difficult to show where the doors are, especially if I make the walls 2 tiles high and having a hard time making it look nice if the walls are 1 tile high.
The other problem I'm having is that I would like the doors to move so that they are not always in the center, but I'm not sure how I can accomplish that. Like if I know a door has to be on a specific wall when generating the path, I could slide its position along the wall, but would be weird if the doors don't line up in each room? and how could I prevent the door from being blocked? should I separate rooms into categories based on where the doors are pre-placed? (like L shape, + Shape - Shape, etc).
Or, do I just keep the doors in the center of each wall and improve in a different way. I've been thinking maybe I can have larger more unique rooms so the doors being in the center is not as obvious, but smaller maps.
Whether I keep doors in the center or not, right now I just replace the wall tile with a floor tile and remove collision when adding the door. This means I have to have a path leading to where the door might be when designing a room. This is a big hinderance far as making rooms look and feel unique, because it restricts me to only ever making the corners a unique area like adding water in the picture I attached.
Any thoughts?
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