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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.

opengameart.org/content/dungeo

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gamedev 

Multiple levels have now been implemented.

The second level is indeed a new one. The procedural generation algorithm made the starting room look like the ending room of the previous one.

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gamedev 

Added an exit tile (actually an object on it's own and not a child of the "Tile" class) that is randomly placed on each floor. Though it does nothing yet.

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gamedev 

Added hearts. There is a 25% chance that a heart will drop. HP does increase, but HP still has no effect right now.

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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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