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Thread: PGDmC - Duke of Dragonfear: Deathland

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  1. #1
    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?

  2. #2
    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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  3. #3
    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.

  4. #4
    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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  5. #5
    Quote Originally Posted by ?ëu?±o Mart??nez View Post
    Yes, I know. It's like they're floating or something. Shadows are in my TODO list.
    Mine too. Shadows are important, I certainly will add it some time, but not likely in the two days left. It is not very hard to create shadows, but to create good-looking and still fast shadows, that is a lot harder. Pushing myself into desperate speed optimizations in the last minute is not a good idea.

  6. #6
    cool...zombies

    fun!

    cheers,
    Paul

  7. #7
    Uploading my entry just now. It's too late here in Spain (1:15 a.m. Monday 18th) and I must get up early today to go work so I'll comment tomorrow.

    "God night and good luck."
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