Improving the Maps


Thanks for playing Slime-S and taking an interest! As always, happy to hear any feedback or suggestions going forward, and any name suggestions for levels. Also, character suggestions are always welcome too! This game is in active development so there is an opportunity to have your input.

Tilemaps

Map designs were improved from the weighted randomised to a more visually appealing cellular automata  randomisation. It took a little fiddling to make it work with the current code but the results really make a huge different to the tilemaps. I'd definitely recommend this above weighted randoms.

This is a great video, simple to follow on YouTube from White Box Dev:

See the difference:

 

If you'd like the code used directly in the game (Phaser 3.55), I'll throw it onto Github. Just ask

Thereafter

There was alot of work that went into creating new Cutscenes for each area, and weaving a story into the game. It's much more enjoyable now with more milestones and objectives as the game progresses. There are also multiple paths that can occur based on the choices you make; permanent paths, so each playthrough will end up being different.

Some scenes will only be available if conditions are met. It means creating a whole bunch of cutscenes that will never been seen by some players but it's worth it in the end.

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There were quite a few little tweaks and adjustments made to the game, HUD, fonts, response, minimap, symbols etc. and a few bugs and general housekeeping on the code.

Added a few more bits to the menu, credits and reset data. This will be fleshed out later when some more options for play will be added into the game.

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Thank you all for playing and the feedback so far. It's making great progress and looking to continue!

Files

Slimes-S 0.0.3 [Dev] 6 MB
Jun 06, 2023

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