Over the last week I’ve been starting to convert Exitus over to libGDX & Kotlin. During the process a couple of additions have also been added.
Not just squares
The first noticeable change is that the city generation now allows non square buildings to be created. This was on the list of changes for quite a while but it’s been added in during the rebuild. You’ll have to excuse the textures, it’s still using the whole spritesheet as the centre textures for the building sections.
The other change is the appearance of buildings. The building models now have two different height walls for the internal and external views. Outside a building has full height walls but moving the camera inside the building cuts away to show the current floor. The left image shows the internal view and the right image shows the external walls (in the top left).
After finishing the basic structure of the building, the next step is to add neighbouring city block generation for an infinite map.