{"author_link":"\/users\/turncoda","author_name":"Turncoda","author_uid":"turncoda","comments":[],"epoch":1713077048,"event":"LD55","format":"md","ldjam_node_id":390612,"likes":6,"metadata":{"p_key":"205095","p_author":"Turncoda","p_authorkey":"1013362","p_urlkey":"441132","p_title":"procedurally generated levels are more reasonable now","p_cat":"LDJam ","p_event":"LD55","p_time":"1713077048","p_likes":"6","p_comments":"0","p_status":"WAYBACK","us_key":"1013362","us_name":"Turncoda","us_username":"turncoda","event_start":"1712966400","event_key":"120","event_name":"Ludum Dare 55"},"node":{"_collation":{"body_sanitizer":"TextUtils::SanitizeHTML via existing importer","event":"LD55","removed_author":false},"_superparent":383062,"_trust":5,"author":13362,"body":"There were a few problems before:\n\n- Exit spawns too close to player\n- Exit spawns inside wall\n- Walls trapped player, making most of map inaccessible\n\nI implemented Manhattan distance calculation to fix most of this. It'll also come in handy later when I start on enemy and familiar AI.\n\n![level_gen_2.gif](\/\/\/raw\/234\/3\/z\/610c3.gif)","comments":1,"comments-timestamp":"2024-04-14T10:51:34Z","created":"2024-04-14T06:40:42Z","files":[],"files-timestamp":0,"id":390612,"love":6,"love-timestamp":"2024-04-14T10:50:07Z","meta":[],"modified":"2024-04-14T10:51:34Z","name":"procedurally generated levels are more reasonable now","node-timestamp":"2024-04-14T06:44:08Z","parent":390226,"parents":[1,5,9,383062,390226],"path":"\/events\/ludum-dare\/55\/wip-brough-like-summoning-game\/procedurally-generated-levels-are-more-reasonable-now","published":"2024-04-14T06:44:08Z","scope":"public","slug":"procedurally-generated-levels-are-more-reasonable-now","subsubtype":"","subtype":"","type":"post","version":1205702},"node_metadata":{"n_key":"390612","n_urlkey":"441132","n_parent":"390226","n_path":"\/events\/ludum-dare\/55\/wip-brough-like-summoning-game\/procedurally-generated-levels-are-more-reasonable-now","n_slug":"procedurally-generated-levels-ar","n_type":"post","n_subtype":"","n_subsubtype":"","n_author":"13362","n_created":"1713076842","n_modified":"1713091894","n_version":"1205702","n_status":"WAYBACK"},"source_url":"https:\/\/ldjam.com\/events\/ludum-dare\/55\/wip-brough-like-summoning-game\/procedurally-generated-levels-are-more-reasonable-now","text":"There were a few problems before:\n\n- Exit spawns too close to player\n- Exit spawns inside wall\n- Walls trapped player, making most of map inaccessible\n\nI implemented Manhattan distance calculation to fix most of this. It'll also come in handy later when I start on enemy and familiar AI.\n\n![level_gen_2.gif](\/\/\/raw\/234\/3\/z\/610c3.gif)","title":"procedurally generated levels are more reasonable now","wayback_source":[]}