Project Bacon Level Design Prototyping, and other updates

I’ve been sick recently, and though that has sucked a LOT, it has given me time to work on project Bacon while I’ve been stuck at home (thank God for laptops so I can code in bed).

We’ve also put out more episodes of the podcast, we’re up to episode 10. Check it out at

Ok, so on to the bacon! I’ve made a ton of improvements, but let’s get the boring bits out of the way first — I’ve made a ton of optimizations to the code, so the whole thing runs a lot faster. I also went in and fixed a ton of bugs that have been lying around for a long time. In all, everything is much smoother.

A couple other boring, behind-the-scenes things: You now start at the beginning of the level. The game now knows where the beginning and the end are. Also, I put in save game functionality so that it will save the levels that you’ve done. In the future, this will allow you to go back and forth between different levels, and they’ll remain the same each time. You can manage saves from the main menu. If you want to go backwards and replay a level, press the “delete” key on your keyboard to use the debug functionality and skip backwards.

Third, I added in code to add obstacles to the map. Basically, every room in my map is an influence map. I put attractors near every exit and then a smaller repellant force around each exit. Then I make sure that no obstacles can be placed in any dead end rooms and viola! Obstacles. In their current form the obstacles cut little gaps into the rooms, and make the shapes of them a bit more interesting.

Fourth, I added in destructables that drop loot. The enemies ignore them right now, but in the future I’ll also have cover destructables that block enemy fire and your fire (but are ablative).

Since I’ve put weapons aside for the moment, the next thing I’m probably going to do is work on enemy setups. Right now, the game spawns all the enemies at random spots and they just come looking for you. I’m going to make it so that they spawn at strategic locations in the rooms (basically areas where they’ll be fun to fight) and so that they have logic for hanging out in their rooms until you trigger them. I’m also going to put in staircases to provide a definite “end” to the level, and “treasure chests” in all the dead ends that don’t contain staircases. Finally, I’m going to make the enemy setups ramp up in difficulty from the beginning to the end of the level.

Once I do that, I’ll be done with the basic level prototyping for project Bacon. Once I get the weapons prototyping done after that, I’ll move onto prototyping the metagame (upgrades, a store, etc).

To see the build, please click here.

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