Sounds great can't wait to see more as you progress.
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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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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I have a dragon in my project too!
Last edited by Jimmy Valavanis; 30-03-2012 at 04:35 PM.
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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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?
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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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.
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