v1.6 - Added a Customizable Level


This is a small patch that fixed several minor bugs with some new features:

  • A new level that is customizable.


    • Play this level is by selecting it on the last page of the level select screen.
    • Has the following level parameters:
      • X Dimension
        • The number of tiles of the map in the X direction
        • Range: 5-100
      • Z Dimension
        • The number of tiles of the map in the Z direction
        • Range: 5-100
      • X Width
        • The x-distance from the center of a tile to another
        • Range: 50-1000
        • Note that the player has a width of 1
      • Z Width
        • The z-distance from the center of a tile to another
        • Range: 50-1000
        • Note that the player has a width of 1
      • Percent tiles that do not have tall buildings
        • Range: 0-100%
      • Chance of empty tile spawning a room
        • Range: 0-100%
      • Number of door rooms
        • Range: 0-100
      • Shuffle door colors
        • RGB sorted for the first 7 colors
        • There are a total of 100 colors
        • Option: True or False
      • Will help the player
        • Spawns in a pointer that leads the player to the next key or collectible given enough time has passed since collecting the last key/collectible.
        • Option: True or False
      • Time before helping the player
        • Range: 0-120s
  • New Buttons on the Level Select Screen
    • "Go to Start"
    • "Go to End"

To better explain these parameters, the code generates each level from 5-8 and this custom level in these following steps:

  1. The X and Z dimensions are checked to see the amount of total tiles in the grid (the generation is grid-structured).
  2. Based on the percentage of tiles that should not have tall buildings, exactly the complement of this amount of tall buildings is generated in random positions.
  3. One empty room (without a door) is randomly placed on the map with the key to the first door room inside it.
  4. All door rooms are randomly placed with each subsequent door room's key in the previous door room. If shuffle door colors is on, then the door room order in which you must unlock will be randomized as opposed to Red -> Orange -> Yellow -> Green -> Blue -> ....
  5. The collectible is placed in the last room.
  6. For each empty tile that remains, an empty room is placed based on the chance of empty tile spawning a room.

To see more details, see these files in the Github Repository:

Files

Fade v1.6.zip Play in browser
1 day ago
Fade v1.6 (Windows) 69 MB
1 day ago
Fade v1.6 (Mac).zip 76 MB
1 day ago
Fade v1.5 (Web) 63 MB
2 days ago

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