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7DRLs / Re: Voronoiance - 7DRL Success
« on: March 17, 2014, 01:39:14 PM »I love the concept!
Thanks! It's good to get something out after the idea has been burning a hole in my mind for two years :^)
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I love the concept!
So I had some special requirements for this, because it was being used for my game MicRogue....
Level | | Slime | | Large Fire | | Skeleton Warrior | | Demon | | Eye | | Ninja | | Cockatrice | | Total | | Num. Special | | Min. Species |
1 | 3 | 1 | 0 | 0 | 1 | 0 | 0 | 4 | 1 | 2 |
2 | 3 | 1 | 0 | 0 | 1 | 0 | 0 | 4 | 1 | 2 |
3 | 3 | 2 | 1 | 1 | 1 | 0 | 0 | 4 | 1 | 2 |
4 | 2 | 2 | 1 | 1 | 2 | 1 | 0 | 5 | 1 | 3 |
5 | 2 | 2 | 1 | 1 | 2 | 1 | 1 | 5 | 1 | 3 |
6 | 1 | 3 | 2 | 1 | 2 | 1 | 1 | 5 | 1 | 3 |
7 | 1 | 3 | 2 | 2 | 2 | 1 | 1 | 6 | 1 | 3 |
8 | 1 | 3 | 2 | 2 | 2 | 2 | 2 | 6 | 1 | 4 |
9 | 1 | 3 | 2 | 2 | 2 | 2 | 2 | 6 | 1 | 4 |
10 | 1 | 3 | 3 | 2 | 2 | 2 | 2 | 7 | 1 | 4 |
that sounds good, but i wonder if perhaps my original way of just building an array for each level might have been the easiest way to go. It would take up some room, but as opposed to doing the equation to figure out how to have 3 slimes on levels 1-3 then 2 for 4-5 then 1 for the rest of the levels, it would be a bit faster.
...
I just recently made a system with states and "sub-states" similar to this. However, I've hit a new snag: Consider the "inventory" state. The title of the inventory window may vary depending on what command is given to access it, like drop, for example. How should this be communicated? It also needs this in order to know what action to take after finishing with the window, like the just-mentioned drop.
I'll throw the idea of playing the evil artifact into the ring again.
Hah... I almost did that for my thesis. Kind of a puzzle game where you need to manipulate people to do bad things so that you can possess them.
I also use a stack of state objects (I call them Screens in my code) but instead of allowing the states to grab each other's stuff, the shared data gets passed in to the sub-state objects.
That means the code ends up looking like this:Code: [Select]enterScreen(new ThrowItemScreen(world, player));
And each state object (such as ThrowItemScreen or PlayScreen) is completely isolated from other state objects. So the map is referenced by the PlayScreen, but also the ThrowItemScreen, ExamineScreen, and probably a few others.
...
So then the Main and Inventory game sub-state objects would operate on the data in the Game object, right?
I've got another question about this "game state object"-based game loop: where should the data (like the map) the logic functions use go? I'd usually have it in the game object itself, if the logic function was a member of the game object, but here the logic function is a member of the game state object.
MainMenu
EnterName
ChooseRace
ChooseClass
Game
Main
Inventory
EndGame
HiScores
I actually never played any of the Metroid games. So, if you people would recommend a single of them to play, which one would it be? Super Metroid seems to get mentioned a lot?
As always,
Minotauros
I think the art of level design might be to railroad a player down a path, but have him be completely oblivious to the fact that he's being railroaded.
...
1) The dungeon is shaped like a skull!
Like I told him, "Dude I would love a good Zelda game but procedurally generated."
Brother:"So you'd keep the worst part of Zelda and get rid of the best part?"
Like Binding of Isaac? :B
There are some interesting articles that do analyse games level design though which could be a start. Here is one for Zelda and here is one for Super Metroid....I don't really have a YES YOU'RE RIGHT or NO BUT YOU'RE WRONG, IDIOT to add to either one since neither one tries to SAY something.
Dark Souls allows for some measure of free roaming, but it's mostly an illusion. There's a couple of places you can go to "out-of-sequence", but Anor Londo is locked off untill you ring both bells of awakening, and you have to go through a fortress that was previously closed to get to Anor Londo. There's a few instances where you can choose which route to take to get to a place, and there's more than a handful of places you NEVER have to go to in order to beat the game, but sheer curiosity will see most players going to every location.
Kind of off-topic-- but, supposing you went the procedural Zelda route- what would you do to the combat mechanics to make it relatively interesting?