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.
gamedev
I'm thinking about what else to add. I could add more enemies, but I need to come up with enemy behaviors that don't require major reconstruction of the base Enemy class.
I don't know if I will add bosses because the player only equips a sword, which severely limits the potential for boss battles. Originally, I planned on having the player equip bombs for bomb-able walls, but placing such walls would've been difficult for the dungeon generation algorithm. Arrows and other projectiles seem kind of pointless. Either I limit the amount of arrows that can be shot/thrown, or I give the player unlimited arrows. The former would make it frustrating if the player was in the middle of a boss battle that required arrows and he/she ran out. The latter would effectively make the sword useless. That leaves only the boomerang as a possible second weapon.
Anyway, I don't plan on making this game grand or anything. This is really just a "practice game" for something I plan on making later on. That future game will have a much better dungeon generation algorithm.
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Well, I did add one enemy, but it is just a stronger variant of a previous one.
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gamedev
Added a slime enemy that takes one hit to kill.
I plan on balancing the enemy placement, having the stronger enemies appear in later levels because right now there is no change in difficulty whatsoever.
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Added text on the health bar to represent the HP and maximum HP.
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Key and shield icons are now dark when they player doesn't have them, but light up when the player has them, instead of just appearing on the HUD when the player has them. The sword icon now indicates whether you have the wooden or white sword.
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@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.
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gamedev
@BigDawg869789 @xianc78 i was gonna say, it would probably look better as a sort of unique item. mario has the green mushroom, for instance. if you wanna stick with the... stick... then maybe make his head thinner?
i'd also definitely space out the items more just so that players don't accidentally pick up more than one :)
@d7094945513d0072aa9e2d300c65fba336be751ef60eecbbf0d7a4871561d41a I did. Maybe it's not viewable from your Nostr client, or the Nostr-Fedi bridge is being funky.
@d7094945513d0072aa9e2d300c65fba336be751ef60eecbbf0d7a4871561d41a Just view it from the link here:
gamedev
Rearranging the HUD.
(No video this time because I only need a screenshot to demonstrate)
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