A to move to next event
If a crossroad, B to select other path
up and down to move map
Menu to toggle map
This was way more difficult to implement than the previous map I’ve coded due to the 3-4 paths instead of one, but it’s definitely worth it. Old map here (adding this to Card Delver is going to take a while )
The map is only 1 big sprite so you can scale this map as large as you want without lagging the game with an insane amount of sprites.
Each time you reset the simulator you will get a completely random map but it always ends with the purple events (boss fights/chests)
The event names and images are just placeholders, I left them blank incase anyone wants to use this code too.
Why was there no hype around this? This is cool!! I can see it being useful for expanding procedural games like the infinite platformer into more mario-style games in which not just the levels but the maps are generated as well.
and here is its final implementation in card delver (i drew the line with an x offset to get the 2px thick lines)
i might post the full explanation for the code once im done relearning it but the gist of it is
randomly generate something with enough variation to be unique yet consistency so it’s actually playable. I use the RNG extension so that all random variables can be “rerolled” to form the exact same map after the seed is set
store that data with nested arrays (store map data)
track player position on the map as an array
draw the map and player location data to a sprite that works the same way each time it’s opened