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mogster
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« Reply #15 on: October 07, 2009, 03:00:12 PM » |
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Wow yea I really like this game just seeing what i have. I think Red Rogue should stay as it is, seems perfect to me.
I'm crappy with pixel art but if you need illustration for it or summin ^^
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st33d
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« Reply #16 on: October 08, 2009, 03:15:50 PM » |
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Well, thanks for the offers. I've gotta get over the hump before I accept though.
I'm really stuck with the dungeon generation algorithm right now. I went with an Angband style room generator and am looking at how I can then connect all the rooms.
I've hit some coding walls in my time but this is fucking steep.
When then floor is even, who cares what path goes where? But then you have to take a ladder to get there, it all goes to hell.
I even put a key logger in the other day so you could cheat code some runes out of the game. It stopped me from dealing with the dungeon generator.
Gotta keep going...
one...
step...
at...
a...
time...
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Xion
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« Reply #17 on: October 08, 2009, 04:28:19 PM » |
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procedurally generated platformer...stuck with the dungeon generation... I feel your pain.  In other news this sounds completely awesome.
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Zest
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« Reply #18 on: October 09, 2009, 06:35:39 AM » |
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Wow, awesome idea! I hope it turns out well.
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LeFishy
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« Reply #19 on: October 09, 2009, 01:01:50 PM » |
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Dungeon generation is my favourite thing in the world. It's hard but ultimately satisfying when you finally get something that consistently creates good results.
In other news I love this concept. Please let me douse myself in the blood of my fallen enemies :>
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st33d
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« Reply #20 on: October 11, 2009, 08:50:17 AM » |
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Holy shit I think I've cracked the map generator basics. - place rooms on a grid - the grid is just a bit bigger than the amount of rooms we're going to use
- randomly pick a partner for each room
- randomly pick a side for a door on each room
- connect the rooms by starting at one door and moving towards the other - However - we always favour paths we've already cut out, so any square that would involve cutting new holes has a distance penalty added to it. To force the tunneller to dig out at all, we mark the squares we've already been on, those will appear to the tunneller as walls that haven't been cut and will take more energy to move to.
- when we reach our destination we flood fill to turn the route we took into empty space
The result looks a little like a printed circuit board (thin tunnels with blots of rooms), and there's little of tunnels touching, because the tunneller prefers to use old paths. I think that the lack of windy tunnels into dead ends is probably preferable for a platformer, giving the player the chance to run around and explore chambers, every route leading to something interesting. I thought that just randomly connecting rooms would give me broken maps, but it hasn't happened once. I have had to write a quit into the tunneler if it exceeds 200 cycles, but even on large maps I've never had isolated map portions occur once. I'll post up a demo later. Next I need to lay over a framework of drop-thru platforms and ladders. Then we can see about introducing monsters, traps and items. [/list]
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mogster
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« Reply #21 on: October 11, 2009, 10:56:43 AM » |
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Sounds like you've made quite a breakthrough their ^^. 
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Bood_War
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« Reply #22 on: October 11, 2009, 02:54:49 PM » |
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Groktar the DestroyerYour mother's a communist.
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supershigi
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« Reply #23 on: October 13, 2009, 01:02:29 AM » |
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Shoes will replace gold. There will be many pairs of shoes to collect. Hahaha... that's pretty awesome. Despite being a girl, I don't have that many shoes... although my sisters both have a ton 
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JLJac
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« Reply #24 on: October 13, 2009, 05:58:18 AM » |
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For the first time in my life I have more than 2 pairs of shoes. I feel like half a man  amountOfMan = 1.0 / (pairsOfShoes - 1) Wich makes you: Half a man if you own three pairs A man if you own two pairs Infinite man if you own 1 pair A negative man(??!) if you don't own any shoes Also it makes you two men if you own a pair and an odd shoe, and it says nothing about how to be a manbaby. This system doesn't make any sense. So sorry for derailment 
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st33d
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« Reply #25 on: October 13, 2009, 06:03:58 AM » |
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supershigi
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« Reply #26 on: October 13, 2009, 10:44:45 AM » |
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Nice  Well, when you put it that way, maybe I do have a lot of shoes compared to a guy, hehe  I hope things work out with your dungeon generator... dealing with those things can be very frustrating at times, but it sounds like you're on the right track. Looking forward to reading more about your project!
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st33d
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« Reply #27 on: October 13, 2009, 12:09:44 PM » |
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One dungeon generatorThe rooms seem a little spaced out, but I can always play around with the variables. It's all about getting in there and running around. Still trying to figure out how to distribute ladders and drop down platforms and make sure there are no game breaking pits to get trapped in. I need logic that will get you around the whole dungeon. Randomly adding ladders and ledges can only come after the trusted routes from room to room are in, not before. Trouble is, even the tunneller only makes a connected network by accident most of the time. 
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mogster
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« Reply #28 on: October 13, 2009, 01:50:44 PM » |
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wow yea that's quite impresive, makes me wish I knew how to program sometimes -_-!
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Loren Schmidt
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« Reply #29 on: October 17, 2009, 12:25:52 PM » |
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Oh, the generator you posted is fun and very thought provoking! This looks like a pretty fun challenge.
So I take it the really tall vertical passageways are going to be either one-way drops or ladders? I was wondering how those were going to be navigable.
Regarding placing drop-through floors, what about detecting loops after the basic shape of the map has been established? If there's a loop, one of the passages can become one-way, while the other remains possible to climb out of.
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