Anyways, with little found on how to
black out rooms until you enter them (at least with what I'm trying
to do and in the engine I'm using), I've moved on to replicating the
interior maps (mainly the building you wake up in) through the use of
single-room maps. This is (sadly) not as quick as I was hoping it
would be, but has allowed me an opportunity to make the maps better.
Instead of odd-looking places with little logical sense to their
layout, a building will now have some idea of uniformity amongst
itself. While the original maps for this building will be used for
the forthcoming demo (release TBD), I do not know if they will be
accessible in the final build. I may leave it as an Easter Egg found
in the developer's room, but I don't know for sure yet.
The original map for the basement level.
Some rooms may be locked until certain conditions
are met inside the game.
Passages from books can be read inside the game,
offering information, story, or random sayings to
throw off the player.
In other news, the building of the
outdoor area is continuing strong. On the flip-side of the coin,
however, the first large outdoor area is proving to be larger than I
even originally planned on, with the original grid size of eleven
maps by eleven maps showing to be a lot smaller than I originally
thought. This could, of course, easily be averted through the use of
small markers for large buildings, but doing so for a game such as
this would be a cheat not only to myself, but to the player. Maybe in
a future RPG that I've had floating around my head and hard drives
for a while, I'll consider doing that.
Finally, I've also found a fairly decent way to
test out how a map would work and look for various angles other than
the simple 2D format of the game. Through the Creative Mode of the
sandbox game Minecraft, I've started building the maps in 3D using
the blocks in the game. This way, not only can I see a top-down view
of the maps, but I can also walk through them and decide if they
work. I may make the map available after the release of the game.
A top-down view of the map with the ceiling removed.