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.
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.
@Humpleupagus It's Zelda inspired. I'm using BS Zelda assets as placeholders.
@Humpleupagus I have not. I don't really pay attention to fan games.
@koropokkur @Humpleupagus Ultima is an RPG. Zelda is an action-adventure. They are two different things.
gamedev
gamedev
@waltercool I've done it earlier but maybe I need to readjust them. The levels are randomly generated so I have to set limits on where they *can* spawn.
As for the player taking damage randomly in that clip, I have no idea where that came from.
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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