Walls

So, my 3rd day isn’t over yet, but I thought I’d post an update already. I have managed to add some variance to the previously straight and boring walls. It’s not much, but certainly an improvement already. I cannot add infinite details as my polygon count and level generation time starts to rise to uncomfortable levels – the whole level is currently naïvely implemented as a single largish static mesh. Already previously I extended the walls beyond the camera, so it looks like the roof is very high. I kind of like this and it also has the nice side effect of letting me completely ignore LOS/FOV calculations and complex OpenGL shadowing.

In other news, the first steps towards actual gameplay are taken, as I implemented dummy randomly moving enemies and grid-based movement (previously pixel-based). Graphics still need tweaking, but I think I’m going to sideline that stuff for a while and do more in the content side.

Wall randomness
Wall randomness

 

 

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