![]() ![]() ![]() To work with this feature I've also slightly tweaked the "Secret Corridor" generation code to replace a typical room entrance with the "Secret Entrance" tile type, so that rooms within secret corridors always make use of this new "hidden" entrance style.Īnother feature I'm currently working on is Light Level Detection. Here I begin with a very simple large square room. ![]() In any case, here is the feature in action. If you would like the room to contain other important objects relating to the fact that the boss has spawned in your room using the main tile group, creating a new tile group that will handle those objects and making it spawn only when the main group does will make sure the objects appear where the boss does. For instance, it could be used in a case where your main tile group is used to sometimes populate a room with a boss using a "BossSpawn" tile type. This is useful in cases where you need multiple tile types to create the random edit you want to add to a room using tile groups, because a single tile group can only use one tile type to replace existing types on the template. Using the Shared Roll Mode toggle, any Linked group can be set to spawn following another Linked tile group instead of having it's own RNG roll. Since my last post I've added a missing part to the feature that's pretty much mandatory to create tile groups that must apply different tile types. Here is the Random Tile Group feature in action! This only took the week to implement in the asset and already seems very stable, at least stable enough for me to work with it and create various types of randomized room templates. ![]()
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