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
I'm thinking about what else to add. I could add more enemies, but I need to come up with enemy behaviors that don't require major reconstruction of the base Enemy class.
I don't know if I will add bosses because the player only equips a sword, which severely limits the potential for boss battles. Originally, I planned on having the player equip bombs for bomb-able walls, but placing such walls would've been difficult for the dungeon generation algorithm. Arrows and other projectiles seem kind of pointless. Either I limit the amount of arrows that can be shot/thrown, or I give the player unlimited arrows. The former would make it frustrating if the player was in the middle of a boss battle that required arrows and he/she ran out. The latter would effectively make the sword useless. That leaves only the boomerang as a possible second weapon.
Anyway, I don't plan on making this game grand or anything. This is really just a "practice game" for something I plan on making later on. That future game will have a much better dungeon generation algorithm.
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gamedev
Well, I did add one enemy, but it is just a stronger variant of a previous one.
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gamedev
Added a slime enemy that takes one hit to kill.
I plan on balancing the enemy placement, having the stronger enemies appear in later levels because right now there is no change in difficulty whatsoever.
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gamedev
Added text on the health bar to represent the HP and maximum HP.
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gamedev
Key and shield icons are now dark when they player doesn't have them, but light up when the player has them, instead of just appearing on the HUD when the player has them. The sword icon now indicates whether you have the wooden or white sword.
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gamedev
And I forgot to upload the video.
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gamedev
Adding the difficulty curve to the game by making it so that certain enemies only appear in certain levels. For example, for the first four levels, only the slimes and skeletons appear.
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gamedev
Added a "game over" jingle.
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gamedev
I'm now in the process of replacing the copyrighted assets with free-to-use assets or my own. So far, I only replaced the graphics for one enemy.
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gamedev
Replaced the BS Zelda slime sprites with my own.
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gamedev
Replaced the sprite for the blue octorok-like enemy with one of my own.
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gamedev
Replaced the BS Zelda skeleton sprite with one from Open Game Art, but it looks to small. I tried to look everywhere for 16x16 skeleton sprites and I can't draw my own, but this was the only one I could find.
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gamedev
I tried to make crudely drawn skeleton sprites based on this 16x16 character base sprite.
https://opengameart.org/content/base-character-spritesheet-16x16
It turns out that I can't draw a skull from the side so it ends up looking weird from the profile view. It still looks small compared to the player sprite, but I plan on using the same base sprite for the player.
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gamedev
Replaced the BS Zelda Darknut sprites with my own.
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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 :)
@d7094945513d0072aa9e2d300c65fba336be751ef60eecbbf0d7a4871561d41a I did. Maybe it's not viewable from your Nostr client, or the Nostr-Fedi bridge is being funky.
@d7094945513d0072aa9e2d300c65fba336be751ef60eecbbf0d7a4871561d41a Just view it from the link here:
gamedev
@xianc78 it is inadequately proportioned in relation to the hero sprite. head is way too small. i'd lend you my skeleton sprites but they're 24x24.
gamedev
@xianc78 i will say though, for just a free indie game i don't think it matters too much. slightly conflicting art styles is a given for things like that. the closer you can get it the better obviously, but that'll happen.
re: gamedev
gamedev
Finally, the key is no longer using the coin sprite as a placeholder and now has it's own texture.
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