RT @theBanov: ICYMI, @CoinCrypt's 50% off + new expansion came out this week. Deck-building roguelike! t.co/mmT1HqqS76 t.co/i… (Today)

@saint11 c'mon be unsafe what's the worst that can happen (Yesterday)

@NoelFB @theBanov rip rip rip in peace (Yesterday)

@TeddyDief there would be a lot of public safety ads about not getting telefragged (Yesterday)

@soylent I placed an order for 2.0 back on 9/20 and haven't heard anything since "Label Created." Didn't hear back from support either :( (Yesterday)

@MattThorson hmm probably should have forward momentum into the slash so I can slash dash cancel into a leap and then ground pound. (2 days ago)

@goldbuick huh? o_o (2 days ago)

Pure Entity Component systems stuff look super cool and fun but I never have any idea how to apply it to my projects t.co/RC1et7D4Ba (2 days ago)

@gabrielviolence damn you got a free midnight raccoons show #jealous (3 days ago)

@Capn_Andy yeah they had those in august it was fucked up man (3 days ago)

@sgricci Wow nice :O (3 days ago)

@sgricci Yeah I unfortunately have no idea how to make it run in linux x_x (3 days ago)

There's now examples all the way up to "Sound and Music" for using my game making framework, Otter! t.co/E1a9eHjHSP (3 days ago)

@raiganburns @MattThorson Oh all of my bugs right now are currently caused by the slopes haha, gonna dig in some more today. (3 days ago)

@raiganburns @MattThorson they all take turns moving 1 px until all movement is done. I don't want any frames of showing overlap :o (3 days ago)

@gabrielverdon what the hell this is breaking my brain (4 days ago)

@braceyourselfok fun is the perfect random reward schedule timing to make sure levels of dopamine peak with anticipation of course!11 (4 days ago)

@larsiusprime Yeah this is Otter. I mean if I can understand the logic it shouldn't be an issue to port it over to C# Otter code. (4 days ago)

@larsiusprime Hmm I should check it out at least though! always can learn stuff from other approaches (4 days ago)

@larsiusprime I mostly just want a system of things that can be pushed and carried that applies to all the game objects, with slopes! (4 days ago)


2013 - 2 - 1 / 2:47 am / games

Metroidvania Map Rendering

For the past couple days I've been tinkering around with some stuff in my Global Game Jam game from last weekend. One of the things I'm most stupidly excited about is rendering my game map automagically in code (instead of drawing it by hand.)

I've added on a bunch of features since the original game jam version of the map rendering system. Right now the coolest stuff is the ability for each room to render its exits, and the potential for rooms that aren't square shaped (some rooms can be L shaped, or whatever)

I think I'm going to try and finish this game before GDC and not get too attached to it. I'm curious to see what kind of systems I can build for a future Metroidvania-esque project... so I have to be careful not to start caring too much about this game, otherwise it will take me way too long to finish. I think it's doable, especially if I aim for just maybe a 2 hour total game play experience! (And I can always add to it later.)

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Hi there, my name is Kyle, and I'm a kid disguised as a grown up. I'm making video games and living the indie game developer life in Tempe, Arizona. Here you will find my thoughts, games, websites, doodles, and other stuff like that. I worked on Snapshot, Offspring Fling, and a whole bunch of other games. I also created and maintain Otter, a 2d game making framework. If you want to get a hold of me use the form on the bottom of the page, leave a comment, or just tweet at me. I try to post three times a week. Thanks for stoppin' by! You're the coolest.

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