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Thread: PGDmC - Duke of Dragonfear: Deathland

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  1. #1
    As I've said at "What gives?" it's too hot here, in Madrid, and I can't think a lot. You know, I feel lazy (I mean "more lazy" ) but I'm trying to advance in the game. Yesterday I was modifying the tilemap engine from the Allegro.pas demonstration game. Now it loads the tileset and seems to render everything right. I hope I can write a "map-maker" to build random maps this night and then I can show you how it looks.
    Last edited by Ñuño Martínez; 30-06-2011 at 08:26 AM.
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  2. #2

  3. #3
    I had problems with the dungeon generator; it was harder than I suspected. But here you have an screen-shot:

    (No, it isn't MacOS, nor it is Windows: it's Xubuntu. But the game should work on MacOS and Windows too, theoretically )
    I have half sprite system finished. I hope I have a crawling player this night.
    Last edited by Ñuño Martínez; 06-07-2011 at 07:59 AM.
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  4. #4
    I have a dragon in my project too!
    Last edited by Jimmy Valavanis; 30-03-2012 at 04:35 PM.

  5. #5
    The original Duke of Dragonfear has dragons. I'm not sure if this will have, because I didn't find a good dragon graphic for it. May be I should look deeper.

    BTW, the player is in!
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  6. #6
    Quote Originally Posted by ?ëu?±o Mart??nez View Post
    I had problems with the dungeon generator; it was harder than I suspected.
    Map generation is sensitive; you can make great maps with a few lines of code, but it has to be the right lines. I made one once, based on a few random rectangles and corridors between them. I didn't care if a corridor crossed over another room, and rooms could overlap. It was that simple and it never created a bad level.

    You obviously create visible walls, but if you do that as post-processing, simply detecting edges, then it shouldn't be hard. But you are making things a bit trickier wih pseudo-3D effects. You can't have too narrow corridors, right?

  7. #7
    Quote Originally Posted by Ingemar View Post
    Map generation is sensitive; you can make great maps with a few lines of code, but it has to be the right lines. I made one once, based on a few random rectangles and corridors between them. I didn't care if a corridor crossed over another room, and rooms could overlap. It was that simple and it never created a bad level.
    Actually I wrote a similar algorithm on MSX some time ago, but I decided to use a different one here. BTW, I think I'll rewrite the map-making algorithm for the final version, after the contest. I don't know what algorithm to use.

    Oh, and now the game engine is almost finished! Here you have: Zombies!


    After this shot I added skeletons, similar to the ones from the classic "Jason and the Argonauts" film. Zombies are easy to fight but skeletons are harder.
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  8. #8
    Are you going to implement some form of shadows? (simplistic, like circular) Perhaps it's different when you play it, but right now it looks a bit awkward.

  9. #9
    Yes, I know. It's like they're floating or something. Shadows are in my TODO list.

    I did a test when I implemented the player but I didn't like it. Next step is to add a (fake) runtime lighting to create an atmosphere (there are a lot of light). Then I'll try some different shadows (solid, translucent, alpha-channel, circle, sprite, ...) and select one of them.
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