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.
gamedev
gamedev
@waltercool I've done it earlier but maybe I need to readjust them. The levels are randomly generated so I have to set limits on where they *can* spawn.
As for the player taking damage randomly in that clip, I have no idea where that came from.
gamedev
gamedev
@BigDawg869789 @xianc78 i was gonna say, it would probably look better as a sort of unique item. mario has the green mushroom, for instance. if you wanna stick with the... stick... then maybe make his head thinner?
i'd also definitely space out the items more just so that players don't accidentally pick up more than one :)
gamedev
Improved the wall tiles. It looks SO much better now. It's actually starting to look like a game.
#gamedev #SFML