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997611 Posts in 39109 Topics- by 30516 Members - Latest Member: Genika

April 16, 2014, 12:41:55 AM
TIGSource ForumsFeedbackPlaytestingTeleglitch
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senorbarborito
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« Reply #60 on: March 02, 2012, 02:05:35 PM »

hi

I'm most intrigued about this game, particularly about what seems to be the random map generation.

would you care to ellaborate on what the process is roughly?

It doesn't seem like itīs completely random, it's more like you designed a few rooms and they get "stitched together" randomly.

I'd love to hear more about your approach!

Edited to add:
I must have played through the first level 10 times and I can't work out for the life of me if I'm playing the same map over and over again :/

Regards
-Sr. Barborito.
« Last Edit: March 02, 2012, 04:48:30 PM by Seņor Barborito » Logged
epcc
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« Reply #61 on: March 02, 2012, 05:59:28 PM »

Levels consist of modules. Modules are connected by predefined connection points Their order is always the same but as there can be branches, different modules get placed in a different branch every time. The generator also connects the modules by different connection point every time and checks that there is no overlap. Connection points that after placing all modules have no other module attached to them get a special dead end module.
Monsters are pre-placed in modules, but most of them get randomly deleted during generation until there is a certain amount of them left, so changing level difficuly is a matter of changing one number for every type of enemy.
Items spawn randomly in predefined spots.
All the level generation code is open source, look at luainit.lua, row 240. and level1/objects.lua
I hope that this explanation isn't too confusing.

All the levels and modules are chunks of lua code, so it would be really easy to add full-on procedural generation. Actually, that's what I'm doing right now. I'm not sure if it will make to the final version, however, because getting the same level of detail with procedural generation is relly hard.
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senorbarborito
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« Reply #62 on: March 03, 2012, 05:43:51 PM »

thanks epcc!
I don't think I've fully understood how it works exactly but I get it more or less.
Iīll look at the lua code.

regards
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AaronLee
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« Reply #63 on: March 03, 2012, 08:11:37 PM »

Pretty informative, EPCC. I've been messing around with procgen myself. It can be pretty hard having any control over how its done so I understand how some things don't come out with congruity/detail.

Is your algorithm recursive or iterative/looping? I Originally used recursive to generate a tree of assembled parts for the space stations in Periapsis. Parts called the function on themselves for every new part they wanted to attach to themselves, which went on until the algorithm decided it didn't want to add a new part and returned false. The main problem was I couldn't mess with what was being done once the algorithm got going, meaning I only had one real version of what could generally be made.

I swapped over to a part_new, part_define system where parts place blanks (new part) wherever a part COULD go, then a define algorithm puts something there by populating the blank with data. It makes the recursive, nested calls into a nice, flat procedure that I can intervene in, start, pause or stop and do arbitrary stuff during.
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epcc
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« Reply #64 on: March 04, 2012, 04:06:14 AM »

My algorithm is looping.
Every iteration it tries to attach the first module in the list to a random available connection point. If it succeeds, it deletes the first module in the list and repeats until the list is empty.
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Berick
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« Reply #65 on: March 05, 2012, 03:57:30 PM »

I love this rouge-like style of game, and am currently making one myself ("Dread").

The environmental detail work in this really stood out to me. I especially liked the little touches of interactive physics. The FOV "shadow" didn't line up with the walls very well though. It looked more like it was floating above them, which was visually distracting.

I only encountered 2 types of enemies, a weak / fast melee guy and a big brute that shoots (throws?) stuff. Both were challenging but not overly so. If there was an objective besides running around shooting guys, I wasn't able to find it. Not before I died anyway.

My only gameplay complaint was that I found a ton of ammo and supplies in the first few rooms, but then they suddenly dried up. In no time I was out of ammo and defenseless. Was this intentional, or are supplies supposed to slowly get less and less as you go further and further and I just ended up with a fluke of the random level gen?

I plan to give it another play tonight. Just to see how much of the above was because I could only play it briefly this morning.

Great job on it so far, and I'm looking forward to future updates!
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epcc
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« Reply #66 on: March 06, 2012, 08:51:54 AM »

Quote
My only gameplay complaint was that I found a ton of ammo and supplies in the first few rooms, but then they suddenly dried up. In no time I was out of ammo and defenseless. Was this intentional, or are supplies supposed to slowly get less and less as you go further and further and I just ended up with a fluke of the random level gen?
Item placement is quite random. There's guaranteed pistol and some ammo at the start. After that, the loot might be everywhere. As the level structure isn't really linear,
not all the loot lies along the path to exit. There's always the same amount of ammo, it's just a matter of placement.
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Berick
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« Reply #67 on: March 06, 2012, 03:26:23 PM »

So there's a set amount of ammo in the game? Are there melee weapons or do you have to explore everywhere to collect enough to survive?
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epcc
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« Reply #68 on: March 06, 2012, 04:36:27 PM »

Yes, the ammo count is fixed. Left ctrl stabs, if you run out of bullets.
I think that there is quite enough ammo, I think its more of a matter of using it effectively. Don't try to kill every zombie. When singled out, they are hard to hit and you may end up wasting a whole clip of ammo for just one zombie. (try stabbing). Also, use bombs against large crowds. One big bomb may save several clips of ammo when used correctly.
While it may be tempting, don't build the autopistol in the first level, it's mainly effective later in the game when there are swarms of zombies. In the first level it just wastes an awful lot of ammo.
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Berick
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« Reply #69 on: March 06, 2012, 04:50:43 PM »

Ok, that makes sense.

One other note, the font in the game is difficult to read, as it is tiny and sort of blends together.
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Franklins Ghost
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« Reply #70 on: March 06, 2012, 10:07:39 PM »

Like the visuals and the shooting effect you have going on. Also the doors opening with lighting is looking really nice.
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Netsu
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« Reply #71 on: March 07, 2012, 11:30:42 AM »

I've been meaning to play this since I first saw it in motion but somehow never got around to. The game runs almost perfectly in Wine (I sure hope the Linux port is coming Smiley), with the only bug being the map, when I press TAB the game becomes black.

The gameplay feels great, but it's quite difficult, I couldn't find any medpacks and didn't manage to complete any level. What determines the screen rotation when it's turned on? Most of the time the screen remains static, and sometimes when I was in some small corridor it began to rotate.
I think the best thing about it is the gritty look (low resolution, but not really pixelart, plus all the distortions) and the level design (even more so because it's procedural), congrats on that.
I didn't really like the screen shake (or whatever it was) when I get hit by the big guys, it's really disorienting. I guess it should be, but I would still tone it down a little, or maybe exchange it for some of this cool colour distortion you have going on here and there?
« Last Edit: March 07, 2012, 11:44:21 AM by Netsu » Logged

epcc
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« Reply #72 on: March 07, 2012, 05:46:31 PM »

Linux port is planned. I even have Linux installed and all the code is platform-independent, so it should just be a matter of recompiling and hoping that the infamous Linux GPU drivers can run all the obscure mess I've done there.

Screen tries to rotate so that the corridors are at 90 degree angles, otherwise the player bumps to the walls too often, because he constantly has to tap wasd in the right direction.
It's accomplished by invisible sensor circles that rotate the screen to necessary angle when the player collides with them.

Quote
I think the best thing about it is the gritty look (low resolution, but not really pixelart, plus all the distortions) and the level design (even more so because it's procedural), congrats on that.
Quote
The environmental detail work in this really stood out to me
I think that my brother will be really happy to hear that.

By the way, has anyone made it to level3 or level4?
If not, maybe I should make the levels smaller and make it less hardcore, because no one except me can play it.
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Netsu
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« Reply #73 on: March 08, 2012, 12:02:15 AM »

I tried a few times again and the map started working, don't know what was wrong yesterday. I was even able to find one medpack, but it didn't save me. I only tried the first level so far, and it is huge! If all levels are the same size maybe you should make them gradually grow larger? If they already do then well, I think they should be smaller Grin
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AaronLee
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« Reply #74 on: March 08, 2012, 11:00:23 AM »

Linux port is planned. I even have Linux installed and all the code is platform-independent, so it should just be a matter of recompiling and hoping that the infamous Linux GPU drivers can run all the obscure mess I've done there.

Screen tries to rotate so that the corridors are at 90 degree angles, otherwise the player bumps to the walls too often, because he constantly has to tap wasd in the right direction.
It's accomplished by invisible sensor circles that rotate the screen to necessary angle when the player collides with them.

Quote
I think the best thing about it is the gritty look (low resolution, but not really pixelart, plus all the distortions) and the level design (even more so because it's procedural), congrats on that.
Quote
The environmental detail work in this really stood out to me
I think that my brother will be really happy to hear that.

By the way, has anyone made it to level3 or level4?
If not, maybe I should make the levels smaller and make it less hardcore, because no one except me can play it.


I mad eit to level 3 and promptly died. I plan on getting all the way through.

Also I ran for my life through level 4, does that count?
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