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.
@brigrammer I could have made it like Soul Blazer, but I wanted this game to be more like Zelda 1. I think that game had no enemies in the first room in every dungeon.
@xianc78 sure, but if you want the enemies to be hand placed then hand place them - if you want them to be random because you want the game to be generative, then choose a fun randomization system
Zelda 1 already exists, if the goal is to make Zelda then make it - if it is to make something like it but with a twist, focus of finding your twist - say a zelda 1 style game with Soul Blazer style self altering levels from enemy nests, or add movement abilities to a NES zelda style game, or diablo style loot, or something else - there are tons of cool mechanics that when added to an old game could make it very fresh
however you do it, global random sucks because random is hyper spikey - what people think is random and what people think is random and feels good are miles apart - there is a reason more games use Nd6 than a d20+N