Tuesday, September 10, 2013

Dungeon Diving 2


Updated with some fancy lighting (and light sources), as well as some randomness to the level generation to make the rooms feel unique.

There actually is a lot of difficulty in making randomness not look so random. What I mean is, in a truely random situation it's totally normal to see something repeated 3 times in a row. But in a random level generator, this is actually a bad thing because, visually, you're not trying to make something random so much as you are trying to make it not repetitious. And believe it or not they're QUITE different. So the last few days I've been going through and every time I see something that looks peculiar, I write in some code to prevent it from happening. The result is a bit of spaghetti code, but there's no reason to prematurely optimize it, especially when I'm the only one working on it.

But all-in-all, I'm pretty happy with where the generator's at. The only issue I still have open is the fact that "junk" can form under a chest, but the code involved in making that not happen isn't worth the effort at the moment. So hopefully it doesn't bug anyone else too much (:

Next stop: combat! Should be interesting, and hopefully fun. If not for me, at least for the player (:


Saturday, September 7, 2013

Dungeon Diving


This is what I've done so far (minus some lighting changes to make it more spooky!). It's coming along well for a week's worth of work (:

Dungeon generation is basically done, I need to place mobs still but the code is trivial. Working on adding some decorative "junk" and lighting (torches!) to the dungeon, as well as improving the wall generation algorithm so it looks more natural and less random. After that it's the fun stuff -- battles!

The battle system will be cool, as the goal is to make monsters "predictable" to a degree. You'll need to know which monsters have which moves, as well as their tendencies. If I get really adventurous, I might even have them learn from your movesets too ;D

The only thing that really "irks" me at the moment is the turning. Since the goal is to make the game "mobile friendly", the navigation of the dungeon is just going from room to room. No time "wasted" etc. With this I'll be creating larger dungeons to churn through, and hopefully the dungeon generator will get to a point where the dungeons stay interesting too.

I'll update again when something cool happens. Until then!