This time I made a number of behind the scenes changes. I put the lights, the map, and the radar into some nice systems so they’re easy for me to use now.
I also improved the radar so that it shows enemy blips.
Finally, and most obviously, the enemy will now follow you around the level.
This was a huge deal, since I had to go in and fix my duct-taped-together A* implementation and then repurpose it for use in this context.
I got it up and running pretty quickly at first, but quickly discovered it was WAAAAY to … Continue reading
Just a couple of extras this time:
1) I added darkness and lighting. The player carries a light around, and all the bullets you shoot have little lights on them.
2) I added a minimap and a overlay-map. The minimap is up by default. If you hit “SPACE” or “M” it’ll bring up the overlay map.
3) There’s an enemy in the lower right corner of the map. You can shoot him and he’ll take damage (he’s got about 15 HP, each bullet does 1 damage).
I’m gonna need to do some cleanups on all these new systems (they’re huge … Continue reading
A bunch of updates today:
First off, I’ve codenamed this thing “Project Bacon.” I have done this because A) Bacon is awesome!!! and B) Bacon starts with the letter B, and this is my second project I’ve got going right now. So there you go.
I was hoping to get a full fledged combat prototype done, but that proved too ambitious.
So I made it so you can shoot a basic machine-gun type weapon while moving around (aim with the mouse and click to shoot). The bullets all collide correctly and aim correctly (which took me longer than it should … Continue reading
Today I hooked up animations. I also improved some of the under-the-hood stuff so I can display better walls. Instead of just having blocky one-size-fits-all walls, now I can have walls that feel a little more three-dimensional.
Since I needed examples of the three dimensional feel, I did a google image search and came up with some sprites that I’m using for the time being (I think it’s zelda sprites, for the most part, and maybe thats a Final Fantasy sprite for the player).
Doors work now, as well.
I also learned how to play sounds (on purpose), so now … Continue reading
Pushbutton Engine wasn’t working out well for this project. PBE is feature-rich but doesn’t have a few things I needed, like tile-maps with good collision detection. It’s also much more complicated than I need for this project — I found I was spending more time wrangling my way through PBE than I was making things.
So I switched the project over to flixel, another flash game engine.
It’s pretty simple (I had something up and running in a few minutes) and has the bonus of working REALLY well with the dungeon generation code I made.
So I got … Continue reading
Building on the stuff I made in Part IV, I have more to share.
I’ve converted the whole thing to use the Pushbutton Engine. It’s not a huge leap, but it took me a while to make it work. I haven’t used Pushbutton since my Stick Figure Samurai experiments, and it’s changed quite a bit since then.
After doing that, I made a quick prototype where you can run around inside one of the randomly generated mazes. Pushbutton made it surprisingly easy!
So if you may remember from the posts about the thing I made a couple other times, I’ve been working on a dungeon generation program.
I finally worked most of the bugs out of it and I decided to merge it with some experiments I’ve been doing with pathfinding (nothing miraculous, just A*).
I added two sliders so you can control the X and Y coordinates of the start (the blue dot) and end (the red dot) of the path. Put them on corridor spaces and the program will draw a path between them. If you … Continue reading
It now renders the maze as a set of tiles. I also fixed a bunch of bugs and made the results much more pleasing. It still has a tendency sometimes to create rooms that are unattached, but it’s rare now. Once I fix that, I think I can move on from here.
I’ve been working on improving the “Thing I made” from my previous post.
I’ve added the ability to create rooms (with a bunch more sliders) as well as automatically generated doors that connect the rooms with the rest of the dungeon. The doors are indicated by green lines on walls instead of black lines.
I’ve also added the ability to tweak a bunch more values via sliders. Check it out!
There are still some kinks to work out (you can still make some dungeons that have isolated areas, for example).
As I’ve mentioned recently, I’ve been doing research into random level generation techniques.
One thing I was looking at was random maze generation. By loosely following the first 7 or 8 parts of this tutorial I’ve come up with this little widget. Pretty cool, no?
I’m gonna do the rest of the tutorial and add in rooms. In the end, I don’t know if this’ll be useful to my “Virtual Level Designer” project, but it’s kind of a fun little exercise.