Lost interest in the roguelike at the map generation stage.. so I'm starting on a new little project.
I always liked RymdKapsel by Grapefrukt, and I want to make a game like it. but since I have no idea about that game yet, I've decided to just make a clone of Rymdkapsel for the heck of it :)
Here's what I have so far
Messing around a little with Perlin noise and some smoothing to make some interesting organic looking shapes.. Don't know if I actually want organic or more straight walls though...
next step would be to gather all these blobs, choose one or several and try to add them to our map, kinda like Brogue does it.
I added a smoothing pass over the lighting calculation to smooth the lights of the current tile by looking at its neighbors. this way you get a nice soft shadow instead of a hard one. I think it looks better. It's not perfect though. some corridors cast a darkness onto lighted tiles.. but for now this is fine.
Also limited the calculating of tile lighting to the tiles surrounding the player, not the complete map at once (2nd half of the video)
The players light is a bit less bright now, so when you enter a room with torches, you notice stuff getting brighter and not just 'all tiles are bright now'
I wanna try and do some level generation for my next experiment..
Listening to some 'epic music' while coding to set the mood.
I've changed some bits here and there.. added smooth camera movement, player can see a lot further, which looks nicer.
Added some really dumb monsters and created a raycast fuction that works with my grids.
So the monsters will check if player is in range and if they can see the player (walls block their view)
So I was without inspiration again and complained about it to a collegue of mine, he then suggested I make a roguelike game...
Ok, let's give that a try :)
here's what I have so far:
Monday, January 21, 2019
Got a little more work done on my platformer. Using a rigidbody. but i want to add some inertia to the walking... maybe gonna use a character controller... we'll see..
It looks like this now :)