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Traditional Roguelikes (Turn Based) / The Dawn Age - Dungeons!!!
« on: April 06, 2013, 11:54:45 PM »
Hi, I’m Cássio Eduardo Ferreira da Cunha a 21 years old programmer, game designer and founder of this company(Dumont Studios), based in Brazil. This is my second blog post, if you want to know more visit my blog: http://www.dumontstudios.com
Yesterday I finished the dungeon generation. I've never worked on a dungeon generation before, so I had to think for a while and write down what I needed. It ended up working perfectly and have a lot of parameters that I can change to customize the dungeon.
This is a "mini-map" view of the dungeon.
Blue - Walkable.
Yellow - Door.
Red - Wall.
There are 4 types of areas: corridors, rooms, locked rooms and secret rooms. The secret room don't have doors, you may have to break the wall(if there is a crack) or pull a lever.
This is the dungeon generated above. The environment is placeholder, but we will get there eventually.
Next week, I will focus on core gameplay mechanics and pathfinding. Bye.
Yesterday I finished the dungeon generation. I've never worked on a dungeon generation before, so I had to think for a while and write down what I needed. It ended up working perfectly and have a lot of parameters that I can change to customize the dungeon.
This is a "mini-map" view of the dungeon.
Blue - Walkable.
Yellow - Door.
Red - Wall.
There are 4 types of areas: corridors, rooms, locked rooms and secret rooms. The secret room don't have doors, you may have to break the wall(if there is a crack) or pull a lever.
This is the dungeon generated above. The environment is placeholder, but we will get there eventually.
Next week, I will focus on core gameplay mechanics and pathfinding. Bye.