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enlit3d
enlit3d

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On the last post, I outlined the new dungeon generation system. Here is another post demonstrating some of the things I have implemented.

So, the dungeon generation itself. It short, it mostly works now. Here is a visual demonstration of how this new system works.

We start by using the terrain_editor to create a bunch of building blocks. (These blocks are for demonstration purposes and not final in any means)

These can be saved to .map files individually.

Then, we can declare which and how many of these individual blocks to use to create the dungeon, like this:

Then, via some magic, we can generate the entire dungeon:

This is pretty nice, but it could be better.

So I introduced a new item-type. Markers. Which can be placed in the map but does not affect regular game play. One of the new markers are light emitters. This allows the user to create and use different light sources:

Their color, falloff, and area of influence can be adjust via console commands. 

But that’s not all. In addition to direct light sources, it would be nice to change the ambient and environment light too. And so long story short, that works too:

Finally, I added additional tools to make placing objects easier. Under Character-Commands window, you can find a bunch of new commands to change the position, orientation and scale of objects to place.

I am working on a couple of final steps on how the enemy spawning will work and possibly a way to define regions in each map block that can have data associated with them. Things like “randomly spawn traps of type X,Y,Z in region A” and “spawn enemies of type X in region B.”

So I need to make a couple of decisions and I am not quite sure how to proceed. Which is, a) should I release the new build when the new dungeon generation is working, and b) is whether I should release it to everyone ($5 tier). The reason is that it is probably going to be extremely buggy combined with the fact that there isn't going to be any new content yet. So perhaps a better choice is to postpone the build until it is more stable and until I have the time to create a new playable dungeon.

Comments

This thread seems to have been dead for a long time, but I hope you still read it. I am still a fan of HRT and would love to work with it, and I have only one question. how or witch program I could edit the maps and make spawning positions, unfortunately in-build editor does not allow this. How did you make that maps? Could you give me some advice? Thanks for answering and good luck with your new game. (I also like it)

mikAm3ow

looks awesome!

Terebonkoff Game Studio

I imagine I could do a lot with the features already demonstrated. If you released even an alpha to those most interested in dungeon development, we could familiarize ourselves with them, then by the time a stable version is ready to release we could have even more content to roll out.

enkephalin07

If it helps, I've spent around 30 hours on v.4.944 alone so I'm sure me and any others who have played long term could help find them bugs! Not sure if it's better to post them here or on discord though.

GZ

I personally don't care if it's buggy. If it ends up unplayable then I'd just wait for the stable version. Also, I like that the dungeons in your screenshots are starting too look like dungeons (ceiling and everything).

Climhazzard

This looks awesome so far; I'm really digging the ambient lighting system.

I think your fans would still love you no matter what you do. :-)

Icarus Media

Just wait. I don’t mind waiting for another month or two. Get everything done you want for the next build and don’t rush things.

Making it more stable is likely the good idea. After all can't do anything if it crashes in like first five seconds XD

Ericridge


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