A (failed) test of the new unfinished cave tileset. I don't like the way the cave looks. However, it provided a good test for 'curved faces' and 'composite tiles' modeling.
I should make something more anthropomorphic for now (e.g. a library to test placeholders at their max)... But that one's gonna be a hell of texturing
Yes, I try to comment almost everything for this reason. However, this is the first bunch of code (maybe the second) I actually comment, so, perhaps not everything will be clear... But I hope I'll be there to answer any questionsPlease, keep the sources with a ton of comments explaining every bit, will you? I want to learn once you finish it.
P.S. the code at github is severely outdated because the game actually 'lost' a little of visual - I've cut down the tileset from 40 to 15 tiles to make and test serious modifications to the core. As soon as I finish implementing the placeholders with subplaceholders and make a decent tileset it'll be there. Or... maybe I just have to put myself together, stop being lazy and make an 'inaccessible' logic chunk before making a new tileset to show all the power of the idea. It's not that hard after all but will provide for windows, balconies, and partially-pregenerated maps (i.e. to meet the game demands to have a specific structure generated - just a week of devoted work or even less.
Yep. That's actually the 'close goal' (and not extremely hard to make - Castle has it all ready, I just have to stop being soooo lazy at least for a couple of weekends). However, my plans stretch much much further.Put some skeletons and arcane treausres and you have your Roge done.
Thank you all for the comments!!!
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