Took a first step towards implementing shadowcasting, the ability to show a tile as lit/unlit/hidden.
Very first implementation is just distance based. Next step: recursive shadowcasting! =D
To be totally honest, this setup of the generated dungeon doesn’t feel very interesting to explore. But that’s not my main concern right now. I’m just trying to get the very basic systems to work before moving on with the gameplay parts.
Started on a strategy for spawning enemies today. I don’t want you to die becaues they appear from behind our out of your vision, so focus is ahead! Trying to find a good min/max distance forward and curving outward. Wanted to keep it wider to the sides and narrow it down a bit in height to allow for an easier feel when looking around you.
First try:
So many Trumps
Second try is to distribute the enemies more evenly. Try to find large patches of empty spots and avoid where it is already cramped.
More even distribution, no overlaps
This turned out quite well. I can tell you that it feels a bit intimidating watching all those Trump heads stare at you in VR X-D
I also made a new enemy type:
LASER EYES
And here is a very short video of todays progress. Let me tell you that without too much time put into this one, it is already FUN AS HECK!
All right, in order to start doing something cool I need a to navigate in. RougeBasin to the rescue! They have a really cool tutorial on a BSP dungeon (Binary Space Partitioning, simply put: a node tree where every node has two child nodes). Link here
First step: Create a child node of the entire area. Then randomly split it vertically or horisonatlly (offset the split by a random amount) and add the two inner segments as childnodes. Then repeat for each child node.
Second step: Take all the leaf nodes, shrink them a bit and move them around by some random amount.
Third step: Draw a corridor between every sibling node. Then move up to the parent node and draw a corridor between those siblings. This picture only has corridors on it’s outmost leafs.
Fourth step (cheat): Turns out that connecting the parent nodes are a real hassle! In order to keep any kind of speed I did a cheat and drew corridors through the center of each sibling node. As long as I don’t offset any room beyond the center coordinate the corridor will pass through a room.
This was fun, but getting step 4 up and running took way too much time. You don’t want to lose too much momentum when dealing with hobby projects like these, and this is good enough for me to continue with the next exciting step!
Really quick dev today. Added a fourth shiptype that bursts out a ton of bullets. I have a good initial setup now! Time to start on spawning them in sequence.
Today, by chance, I stumbled upon the free tileset section on Itch.io (https://itch.io/game-assets/free/tag-pixel-art), and I instantly fell in love with so many of them! I’m usually not a big fan of using random peoples stuff, but I think this made me change my mind!
I downloaded a few and started playing around with one of them, making ireggular semi-topdown floor tiles. I could easily integrate them since this is not a console at all, but a regular window I draw bitmap fonts into. Easy peasy!
But the very reason I started with this in ascii was to NOT having to bother with graphics… so even though it looks realy nice, it will have to wait for another project.
Some more progress, this little VR prototype is going in the right direction indeed!
I needed a way to distinguish the different enemy types, so I just pasted different Trump faces on the cube. Consider it placeholder graphics (even if it is kind of funny) =D
The controls did not “feel” right. Has been working on improving them for a couple of evenings now. Great improvement even if there are still some work to be done.
Got an Oculus Quest a few months back. Love the device, but I’m not overly enthusiastic about the games you can buy. Not to mention that they are very expensive!
So I started writing a small game of my own. A little space shooter/bullet hell with fast, arcade-like gameplay inspired by games like Geometry Wars.
This is the very first progress. Only an hour into the project… good progress for such rapid prototyping. Lots left to do (obviously).
Wanted to do a test to see how fast I could draw an animation for a game, to see if it ever would be worth producing. The answer is an astounding NO. This super simple animation took an entire evening.
Still funny enough to post though. Would you play a game with this kind of graphics?
I’ve spent some time trying to port my text engine to linux and mac, with the following results:
On Linux (also valid on Mac) I cannot detect keyUp. “Fixed” it by gimping the game a bit on those platforms…
On OSX I cannot set colors correctly! The exact same sourcecode that works on Linux turns into dark blue text on semi dark blue background. Unreadalbe.
So I have abandoned that path for now. Instead started looking into the SDL library instead… and it is really smooth to work with! (at least on Linux). I have currently managed to get it to work on both Linux and Windows!
I can even work with this code on my old, very beloved, Asus EEE 1005PE netbook. A ten year old 10.1" computer that freezes if it tries to open any random webpage (Gmail? Just forget about even trying), however it has a whooping 250gb harddrive, a keyboard like a dream and a battery that lasts for an eternity. Writing C++ code in VIM (in a terminal window) works like a charm… like in the 70’s ;-) Compilation is around 1-2 seconds, which is not only acceptable, but also faster than Unity compiles on my powerhorse workstation.
This looks very promising for the upcoming Ludum Dare competition!
Now writing to bufferes and writing those to the output. Writer class that prints text character by character and interprets simple commands (right now only newlines and changes in speed and pauses). Two days left to Ludum Dare.
Tutorial that describes pretty much exactly what I’m playing around with