Very good stuff!
Thanks!
"Try to focus on the bare minimum fun/gameplay first" is i guess what i am trying to say
One more thought: Think about how you can stikc out of the other games. Have one idea that is unique.
Yeah, I kinda have no gameplay at the moment and all I've worked on so far is world generation and fancy graphical stuff like lights and autotiling, but no gameplay.
And I'm not entirely sure how I should make my game unique, but I'll get there eventually. At the moment I'm just making a game that is playable, and then I'll just add more as I go.
Btw, no need to be an artist. there are a lot cool and not very expensive game art sets on itch.io for example to get started.
Yep, just getting most of my sprites from random sites like opengameart and such. Only sprites done by me are the torch and cursor.
Now, I'm beginning to work on actual gameplay stuff, little by little.
I'm gonna release an update soon that has an inventory- chopping trees gives you wood, which at the moment does nothing, but hey! You can collect wood! But more importantly, you get a stack of torches each time you generate a level, and you can place them. It's very simple, but I can expand upon it and add other things to build.
Actually, I kinda want an opinion on my way of going about building:
The way I have this set up right now, I have a separate map attribute for each type of object (so far, trees and torches).
When a tree is generated, it adds the coordinates as a key in the format col.row (for example 13.6) to the map attribute, and with the specific actor saved as the value of that key. Same goes for torches and their map attribute.
When I click, the game checks both of those maps to see if they contain a key with the col.row of the cursor. If not, then it digs dirt tiles at the clicked spot. Otherwise, it deletes the torch at that spot/damages the tree.
When you place a torch, it checks if either of those maps contain anything at that spot, and if not, add torch.
So my question is, is this super inefficient or should I keep it?