{"author_name":"Moth","cat":"LD #23","comments":[],"epoch":1335098220,"likes":6,"metadata":{"p_key":"56913","p_author":"Moth","p_authorkey":"811","p_urlkey":"92662","p_title":"autotiles","p_cat":"LD #23","p_event":"LD23","p_time":"1335098220","p_likes":"6","p_comments":"0","p_status":"UPD5","us_key":"811","us_name":"Moth","us_username":"moth","event_start":"1334880000","event_key":"10","event_name":"LD23"},"text":"<p><img class=\"alignnone\" src=\"http:\/\/www.dopterra.com\/imagedump\/autotiling.PNG\" alt=\"\" \/><\/p>\n <p>Here&#8217;s a screenshot of a simple autotiler I made for making level production easier (every single grass\/dirt tile there is, at first, the same block- then they&#8217;re all reskinned). I&#8217;m aiming to make a lot of &#8216;base&#8217; rooms which are altered in a lot of different ways- like numerous pieces of the landscape having a chance of not appearing, or the level being horizontally flipped. There&#8217;s also an alternate set of tiles for the tops of platforms (cobblestone), and areas with liquid will have either water or lava, depending on the context of the world.<\/p>\n <p>I&#8217;m aiming to get a build ready for the jam, now, as I&#8217;m really sleepy and don&#8217;t think I could wrap what I have done so far up quickly enough for the competition.<\/p>\n <p>For its first release, there will probably only be the &#8216;wildcard&#8217; gameplay mode which focuses on every screen having a surprising mish-mash of content rather than clustering groups of levels into themed sets, like &#8220;snowy set&#8221;. The player will also be able to spend ability points between every few levels, as opposed to after boss fights, as I plan to eventually implement in a more feature complete and polished version. I&#8217;ll probably just restrict the amount of bosses in the first release to one at the very end of the game.<\/p>","time":"April 22nd, 2012 7:37 am","title":"autotiles"}