Tuesday Week 11 -multiple level runs working.
Good morning,
This is what I had left last week:
Things left to do:
This is what I had left last week:
What is left for week 11
- **Put a condition to fix the error when the exits are less than 3.
- Work on the seed generator for controlled randomization.
- Place restrictions on all controls in the room generator editor. So you can't place the replaced rooms outside the level and the scan lines.
- Fix some conditions in chance the quarter can not find a theme room or it the two theme rooms are too close.
- Place the furniture , loot and enemies into the level.
- Create a function that will repeat the level creation 500 times.
- Scan the area and store the points that were hit. - this is for demonstration purposes to show how many times that area has a tile placed, to demonstrate how different the levels are.
- Store the seed number, the number of tiles used, the distance to reach the exit and the exit room location
My progress has been,
1. Condition fixed if the exitList.count is less than 3 then randomnumber=0;
2. Seed generator now works. When creating a level you have the option to:
- create a random level (in the info section of the custom editor you can see the seed id and you can store it in a txt file.
- Enter the seed number (level id), to reload that level
- Load a level based on one of the levels we saved the ID to the txt file.
3. not done yet for all.
4. not done yet
5. not done yet
6. Completed. At this point I got stuck for the majority of the weekend, because the best to run multiple PLG creations automatically is to reload the scene. That required me to remove and reorganize code. Removing code from awake and start functions and create a state machine for my PLG. I am happy with it now as the code is more structured and compartmentalized. The states of the PLG Machine are:
- Off = 0,
- SettingPrePlacedTiles = 1,
- PlacingTiles = 2,
- CreatingExitPath = 3,
- CapEnds = 4,
- PlacingThemes = 5,
- Finished = 6
We calculate the exit path on purpose before adding the one door rooms to "Cap Ends" knowing that those rooms will not be used for the past from exit, then we cap the ends and then we apply the themes.
7. Will be done today
8. Will be done today
Bellow I have a video showing the details I mentioned above, single run and multiple runs.
Things left to do:
- Place restrictions on all controls in the room generator editor. So you can't place the replaced rooms outside the level and the scan lines.* half done
- Fix some conditions in chance the quarter can not find a theme room or it the two theme rooms are too close.
- Place the furniture , loot and enemies into the level.
- Scan the area and store the points that were hit. - this is for demonstration purposes to show how many times that area has a tile placed, to demonstrate how different the levels are. *TO BE COMPLETED TODAY
- Store the seed number, the number of tiles used, the distance to reach the exit and the exit room location *TO BE COMPLETED TODAY
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