DevLog 03

The first rooms.

Michael Schöffel

September 30, 20247 min. read

What happened?

Unfortunately there was no update last week. I had a lot to do at work and didn't really get around to developing the game. But this week I did get a lot done. An important foundation for the game has been laid: The layer structure and the first tilemaps were created and the first rooms were built from them.

Tilemaps

The first thing I did was to create some tilemaps. Firstly the tilemap for the walls and floors. This consists of a simple pattern to represent the walls and floors in the dungeon and is easy to combine. Both are initially also downloaded presets. Later, of course, these assets will be created to better suit the game and the game idea, but for now, the templates are sufficient. The tilemaps are also currently still created with 16 pixels per tile. This will possibly be increased to 32 pixels per tile. Shadows and decorations have been created for the walls and floors. These should give the game more depth later on. In addition to the visual tilemaps, simple tilemaps were also created for the physics and the minimap. Here is a picture of the different tilemaps.

The first rooms

After the tilemaps, I got to work on the rooms. To do this, I first created a prefab that serves as a template for all rooms. Colliders, tilemap renderers, tilemaps, and rigidbody properties were then added to this. Several layers were also created for the tilemaps. This allows tiles to be placed on top of each other and added together. This is how, for example, the minimap is displayed later or the collision calculation is carried out. Below are some pictures of the rooms and the various layers and tiles.

Unity Leveleditor - RechtsklickmenüUnity Leveleditor - Rechtsklickmenü

The rooms are connected by corridors. These always run from top to bottom or from right to left. By specifying the individual connection positions, the dungeons are then randomly generated from several rooms.

Unity Leveleditor - Rechtsklickmenü

In addition, a scriptable object was created for each room, which contains further important information about the room. This includes, for example, its dimensions and data on the connections and enemies.

Unity Leveleditor - Rechtsklickmenü

The upcoming week

Next week, I'll be working on the algorithm that connects the rooms to form a dungeon. In addition, Tilempas should help close unnecessary connections in the dungeon automatically.

Further posts

Contact me

Contact me

You got questions or want to get in touch with me?

Name
Michael Schöffel
Phone number
Mobile number on request
Location
Germany, exact location on request
Email
[email protected]

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