Monday, January 24, 2011

RMG Day 4

On day 4 I fixed the overlapping room for every room except the first room. Now when a room overlaps it changes to the room that should be there after the map has been fully created. I think the game is going to end up becoming a dungeon crawler.I'll have to see how it turns out. The first picture is the RMG without any limits, rooms can be placed anywhere connected to another room, creating a very claustrophobic tight map. The second has limits on where the room is created, creating a longer map, but for some reason at the end the rooms destroy themselves. I'll find out what's wrong with that later.

Wednesday, January 19, 2011

RMG Day 3

A whole lotta glitches, mostly with rooms over lapping over themselves, this will hopefully be ended after the map is fully generated then I will eliminate problems with the map so that the game will be playable. At the rate I'm heading this map generator will be finished in a month or so. Hopefully by the end of February. On day 3, more like week 2, I limited the amount of 3 door passage ways could be created, and tried to stop overlapping, and failed. Here's a picture of a map that came out good.

Sunday, January 9, 2011

RMG Day 2

I took about 20 minutes today and decided to add single cells with two doors instead of one, to create different paths and make the game less linear. Something happened that made me super happy. There was no glitches what so ever. Something that never happens. I put the code in, started the game and everything went exactly as I wanted. I still need to limit the amount of different paths that can be made, so the entire game isn't a whole bunch of different paths. Thats all for today, here's a picture of a randomly generated map:

Saturday, January 8, 2011

RMG Started

Started the RMG (random map generator) today. I started doing it wrong, and it took a couple hours until I decided to start from scratch again. Getting all of the different tiles that form the map and naming them took the longest though, and some distractions on the way also didn't help. So far there is no limit on how the map can be created, so it just randomly creates single cell rooms that lead to other single cell rooms. Sometimes it stops before the map crosses sections, but sometimes it doesn't and that needs to be fixed. It looks like it is working well so far, here's an example of what I just generated a couple seconds ago using 30 rooms.

Wednesday, January 5, 2011

A wise man once said...

An idea is like a virus. Resilient… highly contagious. The smallest seed of an idea can grow. It can grow to define, or destroy you.

And that is what is about to happen. I was in class today, and out of nowhere I had an idea. My first instinct was to start making a new game with the idea, but no. I have given up on my foolish ways of giving up. I decided to incorperate my idea with ADWAS, since the game is pratically still just an engine. So what was the idea? Randomly generated world. A randomly generated map allows unlimited replay value since the game is pratically new every time you play it. This will be quite challenging, and I hope I can pull it off. I plan to randomly generate a map/overworld, imagine the map you would see in a metroid game, hallways, vertical columns, open big rooms all making up a larger world. There would be rooms that have to be in the game ex. shops, boss rooms, special item rooms, and I would have to make a tileset for the game: something that I didn't plan on doing but is now a necessity. After generating the large map, the game will generate the individual rooms. Depending on how this ends up working the game will either remain being a castleroid exploration game, or it will become a dungeon crawler type game similar to Castlevania Harmony of Dispair. Hopefully this turns out to define, not destroy this game.