Greed - a proc gen dungeon crawler sort of thing

From the Asset Store
Template for dungeon/maze generation, using wave function collapse
  • Katala - In the debugger it says image memory is around 12.9MB... is that a lot? (I really don't know!)

  • No it's not very much. If you make the level a lot bigger then you micht want to keep an eye on that.

  • Will do, but I don't think I'll be changing the sizes of the levels now, they're 2400x1824 which should be plenty!

    Little update on this by the way, the edges now look more 'cavey' with solid rock clustering more around the middle. I think it helps the maps looks a bit less random and more natural. Also, a little health bar! <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    https://dl.dropboxusercontent.com/u/106 ... index.html

  • I agree, the map is big enough, especially since you have ability to make more of them dynamically. I did seem to have frame rate drops on this one. Not sure if there is something major difference.

  • Joannak Yeah, I noticed that too - weird because I've only really tinkered with the map generator, which is a whole separate group that's deactivated once the map has been generated, so it shouldn't really be having an effect. Usually when I've had big framerate drops before it's because of a For loop somewhere that's running over and over... I'll trawl through it later and see if I can find what's up.

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  • For outsider it's really hard to guess what's going on. I did get this feeling that the slowdown is somehow related to display movement and revealing/drawing the new areas of the map?

    I really like the way light works.. It does get a bit slow occasionally (when revealing a long passage), but otoh it kinda looks cool to show light flooding in the area. It might actually be a neat trick to add some effect (flicker, flare, swirl ??) to the newly lit squares.. just for a second (or less..)..

    As said before. It looks interesting and I do hope you'll keep on making full game

  • Good work until now!

  • Thanks, this seems to be getting a good response so far and it's really encouraging! Another little update: generator now tells you what it's doing and generates a lot faster; more tunnels, and doors. It's starting to feel a lot more dungeony now <img src="{SMILIES_PATH}/icon_twisted.gif" alt=":twisted:" title="Twisted Evil">

    https://dl.dropboxusercontent.com/u/106 ... index.html

  • New update - overhauled graphics a bit, added some furniture and a bitchin' metal soundtrack. I'm slowly getting there with the enemy AI, expect to see killer rats in the tunnels soon! <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    https://dl.dropboxusercontent.com/u/106 ... index.html

  • Just one wish.. Add a button to silence that 'music'

    I really like the doors, but I'd like to see option to smash those barrels and collect loot

  • I'm not a big fan of metal either, but something about that track just fitted the pace I have in mind for in the game. It's one of a few options though.

    I'll be adding loot at the same time as I add enemies, and barrels will be very much smashable. Next update should be a bit more substantial!

  • Really nice work, had fun exploring.

    At first I thought it was a room and 2 doors showed no hallways was like WTF.

    but good work!

  • Pretty cool. I'm on the fence as to whether to use procedural generation or create good old fashioned platformer levels in the game I'm working on. I don't have any digging, just a lot of shooting and jumping so I'll probably go with the latter. Something like this might be fun to try in the future, though.

  • Cool - I haven't really thought about how I'd do procedural generation for a platformer, I'd imagine it wouldn't be too difficult as long as you've worked out the parameters (how many tiles your character can jump, etc). I like level design too, but it's quite satisfying to just have a bunch of values you can fiddle with and then watch the results when you load the level!

    I'm still currently doing enemy AI and loot, progress is a bit slow as I don't have much time to work on it over the next week. I would like to revisit the proc gen engine a bit later on though - I feel like the levels are a bit generic at the moment, they could do with a few more wildcards like non-rectangular rooms, big areas of cave, locked doors etc. If anyone's got any suggestions, shout em out!

  • Everything seemed to run smoothly on my PC. Looks like you have the makings of something cool there. My only real gripe is digging with aswd, but I was weened on nintendo controllers so take that for what it's worth.

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