Jeffrey M. Barber

Tombstone

DefenseMapEd

Oct 2007 · age 25

What it was

A two-day map editor for a tower-defense game that was never built. The window was a toolbar over a 50-by-25 grid of small tiles: grass, dirt, marble, stone, wood, entrances, exits, spawn points and stairs, each cell with a height from 0 to 9, all painted by dragging a hatched rubber-band rectangle. The heart of it was a flow-field solver. Every exit was seeded as a goal and a wavefront expanded outward through eight neighbors, leaving in each open cell an arrow pointing the cheapest way out, so any number of creeps could navigate by a single lookup. Walls marked destructible were broken only when no ordinary path remained. The editor redrew the arrows live after every stroke. Beside it sat a data model generated from a schema into both C# and C++. There was no save, and the editor never used the model.

Wins, for the age

What it taught

Genealogy

Ancestors: CIS541: a hand-drawn navigation-map editor for a robot. Zen Risk: a painted game map read cell by cell. Descendants: Kitchen Demo Game: the tower defense finally built, with a flow field inside.

Epitaph

Here lies DefenseMapEd, which could tell every creep the way out of a maze it could not save.