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pen
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« Reply #30 on: October 17, 2009, 02:45:56 PM » |
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This is looking pretty damn awesome. I'm now lurking in this thread, manually! 
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I WORK FOR EA NOW!
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mokesmoe
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« Reply #31 on: October 18, 2009, 12:48:34 AM » |
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I've watched the generator tons of times, and have yet to see it have a disconnected room. Using floodfill, can you tell what parts are separated, or does it just tell you that they are separated? If it's the former, than you could make another tunnel between the separated parts.
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st33d
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« Reply #32 on: October 18, 2009, 02:31:07 AM » |
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I floodfill from room one and then check the upper left pixel of each room to check they are the same colour as the floodfill. I could force another tunnel between separated sections, but I've already got a Las Vegas algorithm by running it till I win. I managed to get ladders and ledges by looking for L shapes of empty space - where the player could walk off and get trapped. There I would slap a ladder and ledge, and that gave me the opportunity to run around the dungeon! But the light source is fucked, and it really needs the field of vision lighting to make you feel like you're exploring. I'm trying to port a shadowcasting algorithm from Python right now. 
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st33d
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« Reply #33 on: October 18, 2009, 12:15:32 PM » |
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Shadow casting implemented, and 1st gameplay demo up. I've put all the demos into the first post.
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Ed
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« Reply #34 on: October 18, 2009, 12:33:39 PM » |
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Nice! The shadows and the greyscale graphics create a interesting atmosphere. The map generator seems a little ladder-happy though. Maybe you could do another pass and consolidate neighbouring ladders with a platform "junction"? Maybe this wouldn't fit the game, just an idea innit  Also, I discovered the inventory in that build 
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st33d
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« Reply #35 on: October 18, 2009, 12:42:34 PM » |
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Yah, I just set the cliff finder to add ladders to every cliff it could find so I could verify the whole dungeon could be explored.
I think there's a lot more that could be done to it to create interesting levels, but I've still got monsters, items, magic and traps to do yet and I need to get the basics of those in before I refine stuff.
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Ed
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« Reply #36 on: October 18, 2009, 12:49:08 PM » |
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True. I find it frighteningly easy to get bogged down in refining the world-gen stuff...
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mogster
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« Reply #37 on: October 18, 2009, 01:32:13 PM » |
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I reallly liked that spent a whole just running around. game has a nice feeling about it.
well depending on where you are and environments you could have ropes or elevators notches in the walls to clime etc instead.
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Core Xii
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« Reply #38 on: October 18, 2009, 08:17:34 PM » |
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It's a little confusing whether a tile is black because you don't see it, or because it's solid.
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mokesmoe
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« Reply #39 on: October 18, 2009, 08:26:37 PM » |
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Giving walls some sort of texture would be neat. Make it so texture only appears on the side of the block you can see. Just some sort of grey line on the outline of the wall would be fine, but I would go for a fade to black.
EDIT: Something faint too.
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« Last Edit: October 18, 2009, 08:33:00 PM by mokesmoe »
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Epitaph64
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« Reply #40 on: October 18, 2009, 09:44:55 PM » |
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Nice, the fact that the footstep sound was so entrancing caused me to explore a couple of the generations. This should be quite promising, and as roguelike styled games are my favorite indie game style, I am quite glad to see it being made in flash since if you finish it, it could attract more people to the genre. My only complaint is that all the objects are the same overall color, and although it does add a feel, I think there may be a better way to achieve it (though I'm no artist, just offering up my opinion.) Anyways, good luck in finishing the game!
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mokesmoe
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« Reply #41 on: October 18, 2009, 10:18:49 PM » |
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It would be neat if the magic spells had colour.
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Loren Schmidt
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« Reply #42 on: October 19, 2009, 12:18:50 AM » |
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I just spent a while running around your dungeons, and I'm quite intrigued. I like the feel of your character motion a lot, especially given that this is such an early build. I was particularly impressed by the way ladders feel. The self-centering and simple animation work really well. I humbly request an extremely simple 1 to 2 frame falling animation and a landing sound  Keep up the good work, I'm really looking forward to seeing these dungeons populated!
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BadgerManufactureInc
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« Reply #43 on: October 19, 2009, 12:37:17 AM » |
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I just played your demo, and had fun doing so.. the Dungeon Generation that you've created is really interesting, I would like to check the source code sometime or read up on the subject. I also really like the blend of platformer meets RPG, with inventory system and short story feed for battles... it looks like this is going to be an essential play-till-the mornin'-comes kind of game... I want to see some special weapons and particle 'spells'; also lots of treasure, yes, lots and lots of golden, gem-laden, over-spilling treasure chests!! I've got to say, as a starting out Flex/Flixel developer, the awesome-ometer is truly maxing out with your Dungeon quest. 
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st33d
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« Reply #44 on: October 19, 2009, 04:32:53 AM » |
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Okay, clear your browser cache and try the first demo again.
I've put in some horrifically ugly and dark mario bricks for the walls. These are placeholders for some better randomised wall bricks.
It would be nice to add lighting to sides of bricks hit by the different degrees of light, but I'm going to be running multiple light sources in the future, so I need to keep things basic.
I can aproximate lit sides though by doing a pass over the final generated map and replace tiles so that they have textures only on edges and such.
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