WIP! Press the buttons to try out the two modes. Gameplay mode is currently unfinished and needs a lot more work, but there are some fun things to do. Q, W, E, A, D, Z, X, and C will move you around, and S will change the number of tiles you move from 1 to whatever the maximum step limit is. As new levels generate you will be returned to your original position. Press space to show/hide all lists and variables. Press 1 to change the room generation type. Type 1 is easy to navigate, generating a guaranteed straight path, type 2 is a bit more difficult and may have impossible levels, type 3 continues with that trend, and type 4 is debug generation. Try to "solve" the levels as they generate! The doors aren't coded in quite yet but you can at solve em in spirit. There are two types of ground tiles (which you are guaranteed to start on on all settings except type 4) and one type of water/lava/etc tile (which will be the opposite color of the ground tiles). These are determined by costume number. Technically there are three costumes considered water/lava, this was done to increase water/lava generation chance. Change the amount of time you have to solve each room by using the "time between generations" slider. Sprite review gives a look at some designs and models I'm working on, the one on the left is concepts and models of player characters, and the one on the right showcases monster concepts (no models yet). There may be blank slides or unfinished models in there, just as placeholders for future characters. No guarantees on any of the designs making it through to the final version.
Gonna add: -functioning gameplay with progression and endgoals -monsters to fight -combat system -animations -music? probably will be borrowed from other games -more probably The roomgen is sooooo perfect I could watch it for hours honestly It's so fun to try and make child-friendly TBoI, it really is. Never before in my life have I ever had to ask myself (and my own siblings) if my design for a creature based on a type of transmissible canine cancer was kid-friendly enough for Scratch I spent five hours coding a physics engine (based on the one by DJPro) for the movement and I still had to scrap it because holy frick do I hate doing complex math. now the plan for movement scripts is just glorified chess and honestly??? I think it sounds pretty freakin dope, maybe better than the original "just copy TBoI" idea. so many unique possibilities! And so much less physics!!! still a lot of math but it's nowhere near as bad goofy ahh wall of text. i love typing <3 Credit to Pilotredsun for the music currently in here. great music to dev to Credit to the developers, artists, musicians, etc. who worked on TBoI. They all helped inspire this project and regardless of how far from that concept I go their creation will always be the point I jumped off from.