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Tile set editor

Today’s addition to Witherwyn is a mostly functional tile set editor. This editor makes it very easy to manage and extend the tiles that the engine will recognize and use to create levels in the game. So far I’m in the proof-of-concept stage. I’ve created an XML serializable class that is essentially a list of all the information about a tile that the engine understands. I’m only supporting a handful of fields at the moment {Name, Image, Description}, but this will be extended in the near future to support property flags like IS_WALKABLE, IS_MISSILE_PASSABLE, IS_SOLID, IS_DOOR, IS_INVISIBLE, ect ect. This approach seems really good because if I get a good idea down the road for something that should be in the game, nothing is hard coded. Deserialization works, but at the moment the game engine doesn’t load in its tile data from the XML file. This will be the next thing I work on, but I’m not expecting any trouble there, except that I will need to add a translation layer between the random dungeon generator and the tilemap. The RDG lays down abstract FLOORs and WALLs, but doesn’t yet map them to particular tiles that should be placed in the map.

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