Tilemap Scalability

Codyfight's playground is built from several types of cells called tiles. Each tile has its position on the map grid and a specified type:

  • Wall - an indestructible block, that is usually used for map boundaries.

  • Empty tile - a tile that is currently empty, meaning it is occupiable by any agent.

  • Occupied tile - a tile that has any kind of agent standing on it at the given moment.

  • Obstacle - a block that can not be occupied by any agent, although it can be demolished in certain ways.

  • Exit gate - occupying this tile results in the round end, awarding the exiting player with points.

The above list is not finite and more tile types are to come.

Agents’ spawn positions

Every agent whether it is a Codyfighter or a Special Agent has its spawn position on the map. Each round the Codyfighter spawns semi-randomly, making the gameplay more dynamic and balanced.

Scalability

The map is designed to be semi-randomly generated for each round which translates in different shapes and tiles configurations. The community may vote to tweak it by adding new tiles or enhancing the shape. The game's technical infrastructure is already implemented in a way that covers as many change cases as possible, making it equally flexible and scalable.

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