The Nexus 7 I preordered arrived yesterday, finally have a good tablet for testing Delver on. Using it I was able to finally track down that Android multitouch bug that makes you throw hotbar items, so I might be putting out a new version tonight since that's a pretty big issue.
Other than that I was attempting to track down that jitter issue that appears when you move through floors, but goes away if you quit the game fully and load your save. Nothing jumped out at me in the cpu / memory monitoring graphs but I did find that it goes away when music is disabled (volume fully down) so it may have something to do with the music decoding. If you get the jitter issue, try turning off the music and seeing if that makes things better.
Also started on a proof of concept level / dungeon tile editor that can be used in-engine to load and save the level and height files. Still pretty early, right now it loads a set file and lets me fly around.
Also, back to the info.dat, it seems I can't specify which pixel that random decorations should appear on. If I remove the pixel info it spreads on every floor tile, if I add the pixel info it doesn't show up at all.
If possible, move the chance variables into
'spawns: [{ }]' so a pixel can be defined and then a bunch of decorations for that pixel.
eg.
class:com.interrupt.dungeoneer.generator.GenInfo,
comment: "Grass",
pixel:"006400",
floorTex:32,
wallTex:32,
spawns:
[
{
class:com.interrupt.dungeoneer.entities.Sprite,
chance: 0.02,
clusterCount: 2,
clusterSpread: 0.5,
tex: 13
}
{
class:com.interrupt.dungeoneer.entities.Sprite,
chance: 0.05,
clusterCount: 3,
clusterSpread: 0.3,
tex: 14
}
]
},
Can you send me a zipped mod folder that has a level / pixel combo that doesn't spawn? Didn't have any problems with that yesterday when I was messing around, was using the torch pixel (ffb800) for most of my testing.
You can define multiple entries that use the same pixel value to do that example above. Not the cleanest, but introducing the percentages and clustering options into the spawned items causes other problems.
Oh, and you can spawn loot with one of those info.dat entries, that's what the marker field is used for. Here's all the possible values for that currently:
markers: none, torch, monster, loot, key, boss, door
Yeah, personally I just use whatever I find and switch depending on situation.
I think a perk system would suit delver, where you can pick from a list, possibly a random one.
Stuff like life-steal (melee weapons steal a % of life on each attack), thorns (damage to enemies when they hit you), magic shield(replenish when you kill enemies with magic).
An elder scrolls like stats / skills system would be nice too, Dungeons of Dredmor uses it pretty effectively. Character creation then would be setting up your initial stats (strength, agility, speed, magic, endurance) and then picking some starting skills.
With that a sword build character could still pick up and use a staff or a bow, although not as effectively as someone with the more correct skills and base stats.