gamedev
Had to shelve the platformer project because of poor planning and feature creep. I decided to work on an action dungeon crawler. Right now, you can only move your character and thrust your sword, but I plan on including randomly generated levels.
I'm more experienced with top-down games, so this might be easier.
gamedev
I got a random dungeon generation algorithm implemented. It is the same one from this post (https://gameliberty.club/@xianc78/111750085112155644), but written in C++ instead of Java. It's pretty basic at the moment. I plan on having each room randomly pick a design from a template.
gamedev
Tried to add random enemy placement to the dungeon, but they all appear in the same room. I realize that the common way to do RNG in C and C++, srand(time(NULL)) uses time (in seconds) as a seed, and since the loop obviously runs multiple times per second, I'm getting the same results.
I think my solution would be to use my own RNG algorithm with a seed that increments every time it is called.
gamedev
Added music and sound effects. Though, music was technically added previously, but I muted the previous recording.
Background music is "Dungeon 05" by Beau Buckley, released under the CC-BY-SA 4.0.
@Humpleupagus It's Zelda inspired. I'm using BS Zelda assets as placeholders.
@Humpleupagus I have not. I don't really pay attention to fan games.
@koropokkur @Humpleupagus Ultima is an RPG. Zelda is an action-adventure. They are two different things.
gamedev
Multiple levels have now been implemented.
The second level is indeed a new one. The procedural generation algorithm made the starting room look like the ending room of the previous one.
#gamedev #SFML