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gamedev 

Here is a second dungeon, in case you don't believe me.

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gamedev 

I got a random dungeon generation algorithm implemented. It is the same one from this post (gameliberty.club/@xianc78/1117), 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.

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gamedev 

Created solid tiles, a couple of enemies, knockback, and the sword. I also divided the screen. There will be a hud on top, but right now, it is blank.

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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.

My research into infinite energy suppression has lead me to research on other suppressed technologies. This one in particular is interesting. It produces rain clouds. It could've made desert areas actually livable, but the inventor behind it was killed by the elites because it could've ended world hunger and the third-world is their money laundering sink.

inewparadigm.com/7-suppressed-

I tried my hand at a more traditional roguelike dungeon generator using this algorithm (roguebasin.com/index.php/Dunge). The results were more cave-like than I expected. It only uses rooms and corridors, but it doesn't really place them logically, only if it is right next to a wall.

I should try BSP dungeon generation next. It should give more "dungeon-like" maps.

roguebasin.com/index.php/Basic

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