the saving update


Whoa. Game saves after every turn, now. Feel free to refresh the page to try it out or to try to get the good environment you're looking for.

speaking of refreshing, check'em out these refreshing new graphics fx

Yeah. That's right. You're seeing that right.

We got (a) vine plants (b) water pools (c) cracked tiles and last but not least (d) upgraded rubble sprites, (ayy

CODIN NOTES:

For the vine plants & cracked tiles i used some deterministic noise based on fractional part of high amplitude sine waves. standard trick, or so i've been told, but i'm pleased to find a chance to apply it. (first, i thought it was absolute value of high frequency sine waves, but that doesn't work. too many vines at the entrance, not enough elsewhere)

water pools (which DON't DO ANIYTHING yet, but maybe they WILL SOON) are rendered in the same way as walls. i break each tile into four corners & render the correct subtile based on whether the three adjacent tiles (adjacent to the corner) are occupied. the code to do this is naughty wild repetitious, but not so bad really.

This way i only have to draw thirteen sub-tiles (good, lazy) & i can get that lovely lyrical line border on the walls & on the ponds.

WHAT'S NEXT:

Files

glumgraymore.zip Play in browser
Dec 07, 2020

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