This is the Jetblade project blog. We'll be keeping this updated as notable additions are made to the project proper. That way you won't have to track the changelist to keep abreast of new developments. There's also a Livejournal feed for this blog.
It's been pretty quiet lately. Our as-yet single developer (that's me, folks) has mostly been working on some code cleanup and refactoring, getting rid of a few of the items on the To-Do List. We do have a nice new map to show you, though -- a little serendipitous randomness that showed up during some testing:
(Click for full size)
You can see the region mapping in the filled sections of the map. Prior to laying down the tree that determines the large-scale map structure, the game places a set of regions down which determine the local terrain. Of course, it's not a strict mapping; that would create abrupt changes in terrain as bits of tunnels moved into and out of different regions. Instead, the region for a given tunnel is determined by the endpoint closer to the center of the tree and by the number of tunnels since the last time the terrain changed.
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