5 Maps Down, 495 to Go

Cube Dev: 5 Maps Down, 495 to Go

Well, most of the movement kinks are finally worked out.

There are still things to tweak, because apparently moving around a dungeon on a cube needed to be considerably more complicated than I originally thought, but it's working pretty well now.

More importantly, I now have a proper map editor in place.

This turned out much better than what I originally had planned. What started as basically a way to create and edit the dungeon data has slowly turned into an actual development tool, and I keep adding little enhancements as I find things that would make building and testing maps easier.

Which is good, because I'm going to be spending a lot of time in it.

5 Down. About 495 to Go.

I have five maps generated so far.

Only about 495 more to go.

But hey, it's progress!

I need maps anyway so I can actually test all the features I'm adding. It's one thing to make a chest, trap, monster, locked door or whatever else work on a test screen. It's another to put everything into an actual dungeon and see how it works while playing.

And no, I'm not sitting here drawing 500 dungeon maps completely by hand.

I won't lie: I'm using AI to generate the initial maps, and then I'm going through and hand-editing each one.

That speeds the process up considerably while still letting me make sure each dungeon actually makes sense. The AI gives me a starting point, then I can fix the layout, change rooms and paths, place things where I want them, and generally turn it into something I'd actually want in the game.

It's a whole lot faster than staring at an empty grid 500 times.

So now that movement mostly works, the editor works, and I have an ever-growing pile of dungeon maps to build...

Back to generating.

And generating.

And, you guessed it...

Generating.