World generation, and not much else
Getting the world to generate in the structured way I envisioned was about all I could muster this week, even though I wanted to work on ambiance as well, like saved lighting arrangements per room, flickering lights, well lit rooms, not so well lit rooms, etc. But I am happy with how the world generation turned out. it just needs a few more tweaks and a couple more additions.
What you're actually looking at in the screenshots is as follows:
Top: in-game map of a partially(well, considering it's infinite, it'll always be partial) explored area, where the structure of tunnels and sectors becomes more apparent
Middle row: Not much to do with what I did this week, but I wanted to make up for my lack of apparent progress. These are screenshots of the game at a higher resolution, so you can see more details.
Bottom row: Visualizations of the data that gets stored by the game of a generated region. Yellow is roads, and the other colors are sectors. The sectors will not appear perfectly square, as its still random the shape WITHIN the sector. Roads connect to the edges, to be able to enter new regions.
So world generations is pretty good now, and it generate pretty fast. it takes a split second for the server to respond after you enter a new region, and that's running on my dual core, so pretty standard hardware. Still, I'll see if I can find any optimizations, or ways to hide that split second from the players.
This week, I'm either going to work on ambiance(alongside the world generation it needs), or a bit more on some element of gameplay, perhaps on constructing buildings. I'm probably not going to put too much more polish on world generation for a while though, I'm a little burnt on it.
Bonus! I also made a mini-game this week, particularly Saturday. Suggested on an episode of steam train, I liked the idea of a comedic game about a horse on wheels. If for some reason you want to play it, you can check it out here: http://towneater.itch.io/horsepower
It uses the same engine as Hardboot, but is much glitchier, because I intentionally left some of the comedic bugs in.