The current build has the correct foundation for the maps, but there are a few features we will certainly need, and a few features we will possibly need in the future.
First thing that is missing from it currently is **pillars**, impassable parts of the level geometry. These should be placed about, at random, somewhat like how "holes" currently are.
We will also need the capability to use pre-generated levels. We'll need this for a couple parts of STORY MODE (The mid-point, and the final level). We'll also need this for Puzzle mode.
Exits will have to work a bit differently. Instead of being a single tile, they will have to be the entire "end" of the level, more like a finish line:
It's possible to floe or something PAST the level exits and fall in the water. You must end your turn ON an exit tile to win.
By default, levels should be roughly 30 tiles long, but I think we should build up to it. Level 1 in particular should be very short and then the levels should get longer as they go. So, in order, the levels should have the following lengths (these are off-the-cuff, so add these to Configuration so we can tweak them):
16, 24, 28, 29, 30, 31, 32, 33, 34, 35. All levels beyond 10 should stay 35 long. We don't want to make the old PC wargame mistake of just turning late-game into an endurance match.
In terms of width, levels should go between 3 and 10 tiles wide (and by "wide" I mean the angle that's perpindicular to the angle between the start and end. So if auro was facing the exit, the distance that the ground stretches on his sides).
Levels should have between 3 and 12 "holes" sprinkled about in the level. Between 1 and 5 "pillars".
The levels themselves are surrounded by water (a solid color). There may need to be some floating little doodads randomly sprinkled about in this area, but mostly it will be solid color.
Then, around the level, there is a series of walls that wrap around the level. They are rectangular, and the tiles for the walls are quite large **(192x168)**, so it won't fit super tightly. However, it does have to draw around the geometry. Here's what I mean:
It's OK if it's not perfect and some parts of the level are closer than others. Just fit it as best you can. I have no idea how you'll do this, but I hope you can figure it out. Ido seemed to think it was doable.
Things we may need later
- Different map generation styles. It would be cool to have a Shiren-style "Monster House", that's not a line, but just a huge circular level that you start in the middle of (and the entire outer ring is exits).
- Pillars arranged in lines, particularly near map edges, maybe 2-4 long sometimes would be a nice feature
- Randomly placed traps (not invisible), ice blocks, bombs and possibly other items.