Doors released. I'm currently working on a map generator where you can use any characters for the map tiles, then specify which tile is which with some very easy script (and the xmlbuilder) and the game will automatically build it for you.
Very good for the doors, they work perfectly. I also messed a bit with the tiles, creating a BasicSand.txt to have an aditional tiles for trails going from house to house, and for river banks.
Speaking of river, I tried to make them and fences, by using:
<Navigable>False</Navigable> (like the walls)
<Type>1</Type> (like the floor tiles)
with hopes of getting a not navigational tile that you could see or shoot through, but instead it was just one other wall. So what is the difference betweenm type 1 and type 2?
And now for more ideas:
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* tile that you can see though but not pass through (for water, fences, force field, prision bars) 8/10
* suicide confirmation (because sometime I press f, and want to cancel but press enter instead of escape and so shoot myself in the process...) 9/10
* bullet trail (basically to shoot at any tile, and have a projectail going and stopping only at the boarder of a map, wall or zombie. without it we can now try shooting in the dark, until we get a zombie kill) 6/10
* Marker to link an exit to a specific map (like > = catacombs.txt; < = roof.txt, - that way we can have a map with multiple exists and make like a grid like map, with modular design 6/10
* damage like dice (instead of 1-500 for the pistol, use something like 1d6, 2d10, so that you can control the randomness) 4/10
* specify color in BasicWall, BasicWater, and so on (I'm more and more inclinated for a grid of custom maps, than random map generation, or like xcom a random grid based on fixed maps) 4/10
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@ = 30,31
# = BasicWall
. = BasicFloor
+ = BasicDoor
; = BasicSand
% = BasicFence
w = BasicWater
b = BasicBridge
> = Exit (rooftop.txt)
1 = Exit (citeEast.txt)
2 = Exit (cityEast.txt)
3 = Exit (citynorth.txt)
[tt\]