|
Izzimach
|
 |
« on: October 28, 2009, 08:04:50 PM » |
|
Yes, Trolls do rave, and crashing a troll rave is a good way to get and endless supply of magic glowsticks.  Er, anyways, I played a crapload of Rogue and then Moria in college, so I'll always have a soft spot for random dungeons. However, I've had a lot of fun with more active combat as seen in games like Fable and Phantasy Star Online. So beating up monsters by hitting buttons rapidly is where I'll start making my game.  There are some rooms, and some hallways connecting rooms, and the rooms have monsters and items in them. What else do you want, really? I would like to get away from the swords/wizards/armor tropes and go for a more modern setting, where monsters lurk in passages hidden under a large city. I'm thinking of something like Unknown Armies or Shin Megami Tensei; you still have critters and magic, but you also have wrenches and skateboards and shovels. All of which make useful weapons, incidentally. Since I don't want this game to take forever, loot will be pretty minimal; you collect weapons, spray paint (?), and some consumables. Armor, scrolls, wands, etc. are to be added later, or not at all. Spray paint is used mainly to spray magic runes on your weapons to produce cool effects... perhaps similar to the method described in Red Rogue. That's about all I have so far. Plot? Town? Protagonist? I'll get around to it at some point. At the moment though, I'd like to focus on implementing a mostly-working dungeon experience, from putting in monsters to getting loot to defeating some "boss" thing at the end. Combat Prototype videoFirst BossAn old prototype of dungeon generation: http://izzimach.fileave.com/dungeongenprototype/index.html
|
|
|
|
« Last Edit: November 30, 2010, 10:27:28 AM by ghauss »
|
Logged
|
|
|
|
|
dspencer
|
 |
« Reply #1 on: October 28, 2009, 08:23:40 PM » |
|
Please keep spray paint. And name. This sounds really cool!
|
|
|
|
|
Logged
|
|
|
|
|
Paint by Numbers
Guest
|
 |
« Reply #2 on: October 28, 2009, 08:33:26 PM » |
|
This is looking and sounding really awesome right now! I love the idea of spray-painting glyphs and such onto things (and a spray paint can is pretty much useful for everything, from leaving yourself notes to attacking monsters!).  Gotta keep an eye on this one!
|
|
|
|
|
Logged
|
|
|
|
|
isaac
|
 |
« Reply #3 on: October 28, 2009, 08:41:28 PM » |
|
Sounds great. I too love rougelikes & more actiony games.
Also: Troll hardcore techno plz.
|
|
|
|
|
Logged
|
|
|
|
|
jwaap
|
 |
« Reply #4 on: October 31, 2009, 01:35:53 PM » |
|
please isaac, when will people learn to write ROGUE instead of ROUGE
looking good btw
|
|
|
|
|
Logged
|
|
|
|
Wander
Level 1

pixels are my only real friends. (and scotch)
|
 |
« Reply #5 on: October 31, 2009, 04:19:22 PM » |
|
rouge?  ha.. hahaha... ha. i thought it was on porpoise.
|
|
|
|
|
Logged
|
|
|
|
|
Izzimach
|
 |
« Reply #6 on: November 04, 2009, 09:59:03 PM » |
|
I'm trying out a little mini-game involving the "magic spray-paint" idea for enchanting weapons and painting wards/traps on the floor or walls. Basically, you paint a simple shape which produces magic energy flow according to a simple wave propagation algorithm. Some energy flows around the glyph and some of it radiates off. The pattern of radiation off the glyph determines what magic effect you get.  I haven't yet figured out what number-crunching I'll do with the radiated waves to determine the final magic result, because I'm still fiddling with the wave mechanics. Plus, I need to come up with some simple prebuilt glyphs for people who don't want to bother with glyph fiddling. Here's a little mini-game prototype of the "magic spray-paint" mechanic written in processing (requires java). Left-click and drag to paint, right-click to clear; you may have to wait a few seconds for the magic flow to start up after you paint.
|
|
|
|
|
Logged
|
|
|
|
|
Izzimach
|
 |
« Reply #7 on: November 11, 2009, 07:50:11 PM » |
|
Some basic inventory is added, and monsters drop stuff which a player can equip. Weapons will have different attacks associated with them, and presumably some sort of damage type and/or bonus. I'll see how long I can put up with the programmer-art "icons" on my inventory screen.  Combat has all the basics like animation, hit detection, and health, as well some non-essentials like motion lines and funny status icons.  Can you understand what's going on there? Me neither.  I'll work on that. Next I need to add in the glyph system, which is for both weapon enchantments and a variation of Elbereth in Nethack You'll be able to spray-paint magic glyphs on walls/floors, weapons, and room decorations (rocks/tables/etc) for various effects. Presumably various glyph shapes and colors would enhance your weapons, provide protective barriers, and act as magical traps. I have basic rigid body dynamics support, so one situation I'm shooting for is to spray paint an exploding glyph on a boulder and roll it down a hallway into a pack of monsters. I have to give the player some motivation to use up all this spray paint he's gonna find! Finally, here is a screen shot of a box which you can push around but will most likely end up either smashed with a weapon or made to explode with a magical glyph.  Oh, and what should a troll rave sound like? I figured I would just make a simple 120(150?)BPM beat on FL studio and throw in some wierdo squealing every few seconds, because hey, who knows what trolls like to dance to?
|
|
|
|
|
Logged
|
|
|
|
|
Izzimach
|
 |
« Reply #8 on: December 09, 2009, 09:59:41 PM » |
|
Urk. I got the graffiti glyph/magic spray-paint working, although it almost killed me. I went through three different implementations and finally settled on this one. I had to fiddle with the whole rendering pipeline to stack glowing things on top of objects properly. But it works! Usually.  In essence, you can paint magical glowing graffiti on walls, objects (crates), and weapons to create magic effects. You choose from pre-set shapes and colors which are combined to produce various effects such the "shoot at nearby monsters" glyph shown below, in red.  I struggled a bit to find a system which allowed some customization of graffiti glyphs without being a nightmare to program. The current system uses the glyph shape to determine the general glyph effect, while the color determines elemental effects (flame, ice, butterscotch) and also modifies the effect. For instance, the "shooty" glyph shape shoots at monsters for about 50 seconds and vanishes, while the red color gives it a fire elemental type and make it shoot a bit faster than normal. Weapons are a little troublesome, since (1) it is hard to project the big glyph onto long thin weapons so they are visible and (2) some glyph effects such as minion summoning don't really make sense when cast on a weapon. Thus, painting your weapon may produce an effect different than but related to the paint-on-wall effect for any given glyph. Finally, I've enclosed a short video of a simple gameplay test, where I paint some glyphs and kill some monsters. I even pick up loot! Yay. http://www.youtube.com/watch?v=zHhE00EbUo8
|
|
|
|
« Last Edit: December 09, 2009, 10:09:08 PM by ghauss »
|
Logged
|
|
|
|
|
george
|
 |
« Reply #9 on: December 09, 2009, 10:39:21 PM » |
|
Wow, I love that first screenshot with the wrench, and the combat flow in the video. Very cool stuff with the glyphs too.
|
|
|
|
|
Logged
|
|
|
|
|
battlerager
|
 |
« Reply #10 on: December 10, 2009, 09:28:53 AM » |
|
Wow, that glyph system looks damn neat! Im keeping a close eye on this thread. 
|
|
|
|
|
Logged
|
|
|
|
|
JLJac
|
 |
« Reply #11 on: December 11, 2009, 08:17:52 AM » |
|
Hahaha awsome! I don't get why you have such ultra-low friction on the floor though Or is the game you're developing secretly troll rave on ice? 
|
|
|
|
|
Logged
|
|
|
|
|
Izzimach
|
 |
« Reply #12 on: December 11, 2009, 09:57:20 AM » |
|
Hahaha awsome! I don't get why you have such ultra-low friction on the floor though Or is the game you're developing secretly troll rave on ice?  Well, when debugging I just want to rush from room to room in order to check the level for holes and rendering problems. So I just cranked up the player speed and let him jump really high in order to get everywhere, in order to quickly find broken parts of the dungeon. Here is an example of broken dungeon generation. One of the hallways decends down to (basically) infinity: 
|
|
|
|
|
Logged
|
|
|
|
|
JLJac
|
 |
« Reply #13 on: December 12, 2009, 12:37:12 AM » |
|
Whoa, yeah, that seems pretty bad  But I noticed that it's not just the player, in the video also the corpse of a troll and a weapon slides all over the floor. I think there would be a point in upping the friction a whole lot, would make the game seem a little more realistic and less floaty. Your concept is great, I wish you the best of luck! I can't even imagine how it would be to program a procedural map generator for 3D 
|
|
|
|
|
Logged
|
|
|
|
|
Izzimach
|
 |
« Reply #14 on: January 02, 2010, 03:36:36 PM » |
|
I did some prototyping to find a reasonable dungeon generator. The standard roguelike method is to randomly place some rooms and connect them together with hallways, but unfortunately that doesn't work so well for me. With arbitrary 3D room placement you can sometimes get almost-degenerate intersections of halls that my collision solver can't handle very well. Also, my engine needs the dungeon to be partitioned into multiple disjoint "regions" which are used to quickly specify which parts of the dungeon to draw and update. Using the basic ideas from this article on procedural adventure maps, I start by partitioning the dungeon space into regions:  Next, the region connectivity is determined and each region is marked as either "Passage" or "Chamber". A Passage region is simply a bunch of hallways; a Chamber region has a large central area which presumably contains monsters and other stuff.  After connectivity is determined, the halls and chambers are carved out. This final data gets converted into a simple set of convex hulls similar to the "brushes" you would see in the old Quake maps. Each separate region is color-coded.  Since I'm working with a arbitrary graph of nodes and edges I can use different basic layouts to generate dungeons with a slightly different character...   Finally, the graph can easily be extended to 3D by adding in multiple Z-layers of nodes. In order to put in hard-coded rooms like boss lairs I mark out a chunk of dungeon at the start of the process, and it should get connected up to the rest of the regions. For final reference, you can play with the prototype written in processing, although all you can do is click to start a new dungeon.
|
|
|
|
|
Logged
|
|
|
|
|