Ultimate Amiga

Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1]   Go Down

Author Topic: Skateblind's Dungeon Crawling Game  (Read 5138 times)

0 Members and 1 Guest are viewing this topic.

skateblind

  • Important 'looking' person
  • Forum Mod
  • A2000
  • *****
  • Karma: 668
  • Offline Offline
  • Gender: Male
  • Posts: 509
Skateblind's Dungeon Crawling Game
« on: July 30, 2008, 06:40:47 AM »

<<Progress of my game>>

I used A* pathfinding to achieve the corridor creation between rooms. At the moment it only connects two rooms together, but it won't take to long to make it pick random rooms to connect up, I just don't have the time to code at the moment.

I made a video to show step by step how the A* pathfinding works at linking rooms with corridors.
The map looks small, but that is only because I changed the display values so that I could show the whole map without scrolling.


http://www.youtube.com/v/rgZkUaiMxOE&hl=en&fs=1&rel=0
« Last Edit: July 30, 2008, 06:51:17 AM by skateblind »
Logged
What are you looking at?

Hungry Horace

  • Amorphous Blue-Blob Man
  • Site Admin
  • A4000T
  • ******
  • Karma: 307
  • Offline Offline
  • Gender: Male
  • Posts: 3,364
  • Don't forget... Ameboid's need love too!
    • AUW
Re: Skateblind's Dungeon Crawling Game
« Reply #1 on: July 30, 2008, 03:24:33 PM »

i sill find it strange that you create all the rooms, then the corridors, rather than 1 room, corridor, one (or more rooms off that) corridor , rooms, corridor, rooms etc


seems to work though, but not enough 'random factor' and/or variables for my liking ;)

also, where are the walls to those corridors??
« Last Edit: July 30, 2008, 03:32:49 PM by Hungry Horace »
Logged
Quote from: KillerGorilla
because winuae is made of code and your amiga is made of stuff

skateblind

  • Important 'looking' person
  • Forum Mod
  • A2000
  • *****
  • Karma: 668
  • Offline Offline
  • Gender: Male
  • Posts: 509
Re: Skateblind's Dungeon Crawling Game
« Reply #2 on: July 30, 2008, 04:52:35 PM »


also, where are the walls to those corridors??

Corridors won't have walls, there is no need for them and they just clutter up the map.

« Last Edit: July 30, 2008, 05:22:36 PM by Hungry Horace »
Logged
What are you looking at?

Hungry Horace

  • Amorphous Blue-Blob Man
  • Site Admin
  • A4000T
  • ******
  • Karma: 307
  • Offline Offline
  • Gender: Male
  • Posts: 3,364
  • Don't forget... Ameboid's need love too!
    • AUW
Re: Skateblind's Dungeon Crawling Game
« Reply #3 on: July 30, 2008, 05:22:19 PM »


also, where are the walls to those corridors??

Corridors won't have walls, there is no need for them and they just clutter up the map.



of course corridors have to have walls. what will your program do if you have a corridor next to another corridor? either you are 'seeing' an invisible wall, or it will end up making the corridor wider, which athough acceptable, could happen again and again making a ridiculously wide corrdior!

it's bad planning skate to not do it because 'you dont have to right now' ;)  and the cluttering thing is nonsense. look at the maps of any other RPG game, such as EOB or Bloodwych.
« Last Edit: July 30, 2008, 05:24:32 PM by Hungry Horace »
Logged
Quote from: KillerGorilla
because winuae is made of code and your amiga is made of stuff

skateblind

  • Important 'looking' person
  • Forum Mod
  • A2000
  • *****
  • Karma: 668
  • Offline Offline
  • Gender: Male
  • Posts: 509
Re: Skateblind's Dungeon Crawling Game
« Reply #4 on: July 30, 2008, 07:11:13 PM »


also, where are the walls to those corridors??

Corridors won't have walls, there is no need for them and they just clutter up the map.



of course corridors have to have walls. what will your program do if you have a corridor next to another corridor? either you are 'seeing' an invisible wall, or it will end up making the corridor wider, which athough acceptable, could happen again and again making a ridiculously wide corrdior!

it's bad planning skate to not do it because 'you dont have to right now' ;)  and the cluttering thing is nonsense. look at the maps of any other RPG game, such as EOB or Bloodwych.

My corridor placement is so direct and minimal that colling corridors won't end up looking like a mess and could add a few nice places where the paths would cross and would give the map a bit more varitation. I have seen it done in many a game.

Thats how I always wanted it to be, I didn't implement it because I couldn't be arsed, I did that way because I didn't want the corridors to have walls.

Once this version of the map generation is finished I will be adding different types of map generation like caves without square walls, a village or city with streets and houses, forests and general wilderness. I am hoping by the end of it I can link them together to create a varied world that appears as though it was hand made, like building a small city with streets and a bunch of differently shaped buildings, then around that generate forests, caves, small villages and general countryside like areas. I would then keep adding more and more differently sized citys until I have a large enough map or area for the player to explore for days and days.

I am considering top-down graphics like Nethack or simple 2.5D graphics. If it does go 2.5D which is unlikely, I will probably use an isometric perspective like Diablo, Fallout or Legend.

My theme is still up in the air, but so far I am considering either a traditional LotR style theme with a futuristic technology twist or just going fully futuristic and paying homage to Flashback, Another World, Fallout 1 & 2, DnD(RPG stats and calculations), eXistenZ, Blade Runner, Beneath a Steel Sky and so on.
Logged
What are you looking at?

Hungry Horace

  • Amorphous Blue-Blob Man
  • Site Admin
  • A4000T
  • ******
  • Karma: 307
  • Offline Offline
  • Gender: Male
  • Posts: 3,364
  • Don't forget... Ameboid's need love too!
    • AUW
Re: Skateblind's Dungeon Crawling Game
« Reply #5 on: July 30, 2008, 07:17:40 PM »


My corridor placement is so direct and minimal that colling corridors won't end up looking like a mess and could add a few nice places where the paths would cross and would give the map a bit more varitation. I have seen it done in many a game.


comeon skate, if you are so much decided on what you are doing with it... why ask for feedback? you know i'll always have something to say! maybe you were just trying to show-off ;)

path crossing, merging corridors etc etc can all still be done with the methods i've mentioned above.
« Last Edit: July 30, 2008, 08:24:34 PM by skateblind »
Logged
Quote from: KillerGorilla
because winuae is made of code and your amiga is made of stuff

skateblind

  • Important 'looking' person
  • Forum Mod
  • A2000
  • *****
  • Karma: 668
  • Offline Offline
  • Gender: Male
  • Posts: 509
Re: Skateblind's Dungeon Crawling Game
« Reply #6 on: July 30, 2008, 08:26:52 PM »


My corridor placement is so direct and minimal that colling corridors won't end up looking like a mess and could add a few nice places where the paths would cross and would give the map a bit more varitation. I have seen it done in many a game.


comeon skate, if you are so much decided on what you are doing with it... why ask for feedback? you know i'll always have something to say! maybe you were just trying to show-off ;)

path crossing, merging corridors etc etc can all still be done with the methods i've mentioned above.



I didn't ask for feedback and I was showing off a bit, but I also don't mind discussing the development of the game.
You said that I should do it a certain and I gave a reason on why I thought it wouldn't be suitable for my game. I am not dismissing it completely, just discussing it.

On a presentation level, walls would probably be better looking, but I still have a long way to go before I start considering the graphics and layout. I just want something playable for now, researching and implementing the RPG/DnD style statistics and abilities will be tough, I feel that is my biggest hurdle to overcome before I move onto the graphics.

I have also decided to have about 50% of the game's map and playing areas pre-made so that I can work a story of some sort in, if my map generation gets reliable then eventually I will have it all done procedurally and maybe even have some of the story elements generated procedurally. That would give it almost infinite replayability, couple that with other parts that could be customizable or procedurally generated and you potentially have a game that constantly surprises. I hope  :D
Logged
What are you looking at?
Pages: [1]   Go Up
 

TinyPortal 2.2.2 © 2005-2022