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.
#gamedev #gamedevelopment #indiegamedev #indiedev #indiegames #indie #SFML #cplusplus
gamedev
Well, I did add one enemy, but it is just a stronger variant of a previous one.
#gamedev #gamedevelopment #indiegamedev #indiedev #indiegames #indie #SFML #cplusplus
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.
#gamedev #gamedevelopment #indiegamedev #indiedev #indiegames #indie #SFML #cplusplus
gamedev
Added text on the health bar to represent the HP and maximum HP.
#gamedev #gamedevelopment #indiegamedev #indiedev #indiegames #indie #SFML #cplusplus
gamedev
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.
#gamedev #gamedevelopment #indiegamedev #indiedev #indiegames #indie #SFML #cplusplus
gamedev
And I forgot to upload the video.
#gamedev #gamedevelopment #indiegamedev #indiedev #indiegames #indie #SFML #cplusplus
gamedev
Adding the difficulty curve to the game by making it so that certain enemies only appear in certain levels. For example, for the first four levels, only the slimes and skeletons appear.
#gamedev #gamedevelopment #indiegamedev #indiedev #indiegames #indie #SFML #cplusplus
gamedev
Added a "game over" jingle.
#gamedev #gamedevelopment #indiegamedev #indiedev #indiegames #indie #SFML #cplusplus
gamedev
I'm now in the process of replacing the copyrighted assets with free-to-use assets or my own. So far, I only replaced the graphics for one enemy.
#gamedev #gamedevelopment #indiegamedev #indiedev #indiegames #indie #SFML #cplusplus
gamedev
Replaced the BS Zelda slime sprites with my own.
#gamedev #gamedevelopment #indiegamedev #indiedev #indiegames #indie #SFML #cplusplus
gamedev
Replaced the sprite for the blue octorok-like enemy with one of my own.
#gamedev #gamedevelopment #indiegamedev #indiedev #indiegames #indie #SFML #cplusplus
gamedev
Replaced the BS Zelda skeleton sprite with one from Open Game Art, but it looks to small. I tried to look everywhere for 16x16 skeleton sprites and I can't draw my own, but this was the only one I could find.
#gamedev #gamedevelopment #indiegamedev #indiedev #indiegames #indie #SFML #cplusplus
gamedev
I tried to make crudely drawn skeleton sprites based on this 16x16 character base sprite.
https://opengameart.org/content/base-character-spritesheet-16x16
It turns out that I can't draw a skull from the side so it ends up looking weird from the profile view. It still looks small compared to the player sprite, but I plan on using the same base sprite for the player.
#gamedev #gamedevelopment #indiegamedev #indiedev #indiegames #indie #SFML #cplusplus
gamedev
Replaced the BS Zelda Darknut sprites with my own.
#gamedev #gamedevelopment #indiegamedev #indiedev #indiegames #indie #SFML #cplusplus
gamedev
Added the first and possible only boss, which will appear in the final floor. It's basically just like the Ghoma in the Zelda games except you attack it with the sword as it's the only weapon in the game.
Though given the limited window to attack and the fact that it takes more time to charge at the boss than it is to strike it with a projectile, I don't know how this boss battle will pan out, but I feel like without a proper final boss, the game would end anti-climatically. Also, due to the fact that levels are randomly generated, there is also an issue that the final boss room can be entered from the south, meaning that you will end up behind the boss when the battle starts. Maybe, the final floor can be just a single corridor that leads to the boss, instead of a randomly generated dungeon like the rest of the levels.
Anyway, I just want to get this over with and move on. After working on this project, I can clearly see why Nintendo never considered making a Zelda game with random dungeons. Not saying that it's impossible, but there are so many things you need to take into account (lock and key placement, metroidvania elements, etc) and they are much harder to implement in a randomly generated dungeon compared to a simple roguelike dungeon.
After this, I plan on creating a simple adventure game to practice things like event flags and dialogue trees.
#gamedev #gamedevelopment #indiegamedev #indiedev #indiegames #indie #SFML #cplusplus
gamedev
Made it so that the final boss level is just two rooms. Though I haven't made it so that the store doesn't spawn in the boss room. I've also disabled the staircase for the boss fight until it's defeated.
#gamedev #gamedevelopment #indiegamedev #indiedev #indiegames #indie #SFML #cplusplus
gamedev
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
@xianc78 it is inadequately proportioned in relation to the hero sprite. head is way too small. i'd lend you my skeleton sprites but they're 24x24.
gamedev
@xianc78 i will say though, for just a free indie game i don't think it matters too much. slightly conflicting art styles is a given for things like that. the closer you can get it the better obviously, but that'll happen.
gamedev
@xianc78 https://snoblin.itch.io/top-down-skeletons
those look a lot closer to your proportions. it's $2.60 though and obviously not a totally open license. still pretty cheap though all things considered and it might look better.
gamedev
@beardalaxy That sprite looks more suited for roguelikes anyway. The animation is also way too fluid, I could skip some frames in that animation, but the license is a huge deal-breaker. Codeberg requires me to put everything on an open-license.
The enemy doesn't have to be a skeleton. There is no mention of it being a skeleton in the source code and it doesn't throw bones or anything like that. I just used what made sense using BS Zelda's spritesheet as a placeholder. I also used BS Zelda sprites as placeholders because the size of the characters and tiles are the exact same.
re: gamedev
gamedev
Finally added text on the game over screen. It's weird that I always neglect details like these.
#gamedev #SFML