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girlDungeon - market place pick-ups

This sim builds and solves a random dungeon layout. Dungeons have thick walls, so adjacent paths have at least one tile between them.

This simplifies code design as sprites are bound by the walls and cannot stray onto an adjacent path. (Other maze sims have paths next to one another).

The sim uses a 96x96 (3x3) tiled background of market crates (instead of stone walls). The maze path is drawn and then shadowed. So it looks like it has been 'carved' out of a room full of solid crates.

There are 6 shadow tile appearances:

grass-n grass-n grass-n grass-n grass-n grass-n

Four girl sprites and random pick-ups (loot) are added to path 'dead-ends'. The girls wander randomly, like dungeon enemies and pick up loot. When the last pick-ups is collected, the sim resets.

Dungeon stage

Play Sim     View Stage

Controls:

No controls.
Sim will reset automatically when all the pick-ups have been collected.

 

Background image:
From free tileset at DeviantArt.

bg image

 

See connected Wang Tile Mazes.


girlDungeon3d - maze pick-ups

This sim is similar to the Dungeon Market Place above but uses a more 3d perspective. There are no 'gaps' above and below each wall block. The girl and loot sprites are partly covered by the top wall blocks.

Once the maze is created
1/ A tile is added to the front face of each exposed wall block
2/ Floor shadows are added depending on wall blocks above and to the left
3/ Four girls and loot sprites added to path dead ends
4/ A 'lid' tile is added to each wall block directly below a path, which half covers any loot or girls on the path

The girl and red bottle sprite overlap two tiles, so some rules were adjusted. Also the girl sprites have to always remain behind the 'lid' tile after each move.

Dungeon stage

Play Sim     View Stage

Controls:

No controls.
Sim will reset automatically when all the pick-ups have been collected.

 

Bg grass-n + top grass-n = grass-n

Bg grass-n + lid grass-n = grass-n

See connected Wang Tile Mazes.

Sims