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gamedev 

Improved the wall tiles. It looks SO much better now. It's actually starting to look like a game.

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gamedev 

Replaced the copyrighted, placeholder tiles with my own.

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gamedev 

Decided to add more rooms in the procedurally generated dungeons to add more variety. Sand rooms can now appear but they are functionally no different than floor tiles.

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gamedev 

Added a potion. It fully restores HP. I also plan on having this being one of the items sold in the shop.

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gamedev 

Added a white sword. It takes twice as much damage. I plan on including "rental shops" where you can buy temporary items like this white sword and they go away if the player dies.

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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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