

After that, each of these lanes is randomly populated with entities depending on what type it is-so roads will get entities that are able to move across the screen, grass will get filled with still entities, and so on. Then, it's checked whether the topmost visible lane is empty, and if so, we can generate between 1 and (top buffer size) lanes of a random type (e.g. When the player moves forward, the lanes are shifted down by 1. To start with, it's important to note that there are offscreen buffers both at the top and bottom of the map that handle the generation of new lanes (or rows on the map) and the saving of lanes at the bottom of the screen (so the player can move backwards a few lanes). Keep checking the thread for updates as I continue this project, and please post any feedback or suggestions you have as well. For reference, the brown rectangles are logs, white rectangles are vehicles, green squares are trees, and gray squares are rocks.

Here's a screenshot of what the project currently looks like, showing the input system, random map generation, entity movement, and so on.

I'm somewhat doing this because I want a short break from VYSION 2 CE (don't worry, I'll resume full work on that promptly after this is done and development will continue throughout this project), and somewhat because I miss making games for the CE and want to see how I can apply what I've learned to a new one. Over the last week or so, I've been sporadically working on a project that I've been mulling over for some time now: an infinite runner inspired by Crossy Road and Frogger, for the CE.
