One question, what is the color scale for the colors used in the game? I'm trying to find out through trial and error, but its a bit like reeinventing the wheel all over again.
And btw, i'm anxious to try out that SpawnTile.
That's a great question. It turns out, there are a few ways you can currently put colors in there. I seem to have configured a 256 color palette in (through the blacken ui component) by default. So the 0x77 is some shade of green in that 256 palette. However, luckily it looks like you can also put a good ole full rgb color in there (For example, 0x770077 will produce a certain shade of purple - red+blue). Earlier I was able to google a 256 color palette where 0x77 was the same green the vanilla zombies are in but I can't find it anymore. So feel free to use either. And please report if you find any problems. I'm clueless about this stuff but I'll try my best to help.
This sounds awesome.. I haven't read the backlog just most of the suggestions. Don't bite if I missed it.
So was that a no to random map generation? Not even fully random, we could make "modules" or floors to builds or sections and it randomly pieces it together. Id be interested in helping out with map making.
Hello and welcome!
Random map generation definitely is NOT off the table. But I'd say at this point it's off the table for now (in terms of this project 'off the table for now' probably means sth like 2 weeks). In case you read back far enough, you'll have noticed that we couldn't really reach a consensus on which way to go with the general direction of the game (city vs rural vs caves) and since development time is heavily restricted (on purpose) in this project, it felt the best idea to forget it for a while just so we don't commit to a huge pile of funtionality we would have to either scrap (because we didn't want, for example, the caves after all) or would be stuck with something we committed to without really understanding what we were doing.
So, random map generation is kinda off the table but only as long as we can't decide what the story/setting of the game is. The tools I just created will help figuring that thing out. Discussion is encouraged.
When you have the time, please do read through the backlog and if you want, you can participate in maintaining/adding to it along the guidelines set in the original post.
EDIT: Tiles that can be seen through but not traveled on have been added. It's the <SeeThrough> field and accepts values True/False. Default is True. If you give a DoorTile a True value, you can see through the door