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gamedev 

Added coins. I plan to have them be used for in-dungeon shops.

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gamedev 

Rooms in the dungeon now have different designs (randomly picked from a list of currently three templates).

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gamedev 

Wrote my own RNG algorithm (just take the sine of a seed and increment the seed by one for the next time). I also made it so that enemies can't spawn in the first room.

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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.

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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.

gamedev 

Fuck it. I might have to scrap this project. I can't constantly tinker shit. And deal with broken compatibility with the level editor and game itself, while also having two modes.

I might redo the dungeon crawler project since I've been working a lot on procedural generation.

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gamedev 

Ugh. Incorporating horizontal levels in a vertical platformer has made the code a huge mess.

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gamedev 

So apparently, I broke compatibility between my game and level editor and I'm still trying to figure out how.

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gamedev 

I've added a freeze frame after defeating a boss along with explosions. Ignore the high-pitched, corrupt sounds and me breaking the golden rule of keeping the cursor out of the recording.

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gamedev 

For whatever reason, I get this random bug that causes the sound effects to be high pitch. It only happens on my new System76 laptop and I don't know what is the cause. It's completely random. Sometimes, it sounds normal. Other times, not so much.

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gamedev 

Second boss now shoots projectiles at an arch in-between jumps.

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gamedev 

Created a second boss. Currently, it's using the same placeholder sprite. This one jumps. I might have it shoot between jumps.

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gamedev 

Created the first boss fight. It takes 60 hits to kill. I plan on having it shoot homing attacks at the player.

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gamedev 

Created a horizontal sky level. I'll probably have this level come after the vertical mountain climbing level.

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