Ludum Dare 31
December 5th-8th, 2014

…At Three Hours

Posted by
December 12th, 2009 7:19 am

I have a procedurally generated hex map. I’m not entirely sure where to go from here, though I’d like (for starters) a less organic-looking map. The plan is to drop the player into this world (cavern? déjà vu…), fill it with fog, and let them loose with limited vision range and line-of-sight. I’ve never done either of these things before, so I’m looking forward to figuring them out. Vision is easy, I think — cover the map with an additive-blended mask — but I’ve no idea how to go about implementing line-of-sight. Wish me luck

See? Hex map.

See? Hex map.

This is all in python, by the way. In case you were interested. Same basecode as before, caveat bugfixes, etc — I’m not entirely displeased with this progress, because I’ve only been awake for a few hours. Damn you, 2am compo time. Damn you.

Also, my camera is on loan for the weekend so I’m afraid I can’t participate in the great parallel foodie blog. Tragedy.


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