DevBlog #2 - 7DRL
Hey everyone! I wanted to share some progress on my SNES game. I’ve managed to implement a few important features:
Map Generation – My algorithm is fairly simple: I have 10x10 rooms with exits, and the generator randomly selects rooms so that their exits match up. This ensures that all rooms are always connected.
Basic Enemy AI – I’ve added moving sprites! Their AI is very primitive for now – they just move toward the player, but it’s a start.
User Interface – I can now display text on the screen, which allows me to show the first messages to the player.
Rendering Performance Issue – Right now, every player movement triggers a full redraw of the entire map (32x32 tiles), which takes about 0.5s. I plan to optimize this by only redrawing the new row of tiles, which should significantly improve performance.
Palette and Layer Struggles – I ran into quite a few problems with palettes and properly using multiple layers. For some reason, I just couldn’t get the right palette for text to display correctly. It turned out that even though I was assigning tiles to the correct layer table, I also had to manually set the palette bits for each tile. 😭 I wasted way too much time on this (basically a full day 😞). As expected, I’m spending more time fighting technical issues than working on actual gameplay.
Files
Get The Hexer's Path
The Hexer's Path
Status | Prototype |
Author | 8BitGlitch |
More posts
- Devblog #32 days ago
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