TODO:

* saving to an appvar
*procedural dungeon generation
*get rid of LoZ sprites
*toggleable damage numbers
*better enemy "AI"
*better enemy attacks (some with projectiles, contact damage, etc)
*optimize and make my code suck less
*store and new weapons
*inventory menu
*interactive map elements (like locked doors and keys)
*animations
-add animations for enemies
-animate enemy projectiles (once they exist)
*add story and actual gameplay
-bosses
-relics
When I last touched this game a while ago, I got disheartened by the fact that my procedural generation test program, which I had though I understood correctly, didnt seem to work, and I didn't know why, so I gave up.

It turns out that my program DOES work, the problem was that the computer that I was using couldn't run CEmu fast enough for me to tell (I was impatient)

Now that I know that I'm not completely inept, I will most likely begin work on this again, and hopefully the next screenshot will have some rudimentary procedurally generated dungeon.

My plan for the dungeon is that when you start a new game, the dungeon will be generated, and then saved alongside the other save data (once I figure out saving) and then will simply be reloaded when you continue a game. That way the game will actually have some replayability Razz

I do need some feedback though, would you guys be fine waiting several minutes for a map to be generated on starting a new game, or should I make it be more like the binding of isaac where there are multiple (smaller) floors that you progress through?

sorry for the long post, I am just eager to make some real progress on this
I vastly improved the main menu gui and I think it looks pretty good!

Its good to see that youre still working on this, and the main menu looks better now as well. Regarding your last question, I think Id rather wait for several minutes for one big map than smaller ones. As long as there is some kind of progress bar to show how much time is left, I think a lot of players would agree.
epsilon5 wrote:
I think Id rather wait for several minutes for one big map than smaller ones. As long as there is some kind of progress bar to show how much time is left, I think a lot of players would agree.


Awesome, thank you for the feedback!!
The maps are huge which is very impressive! The titlescreen update looks sweet as well - awesome job!
Thanks to Iambian, I have some actual enemy health bars! (I might change them again to have a different look, but the algorithm will stay mostly the same)





TODO:

*saving to an appvar
*get rid of LoZ sprites
*toggleable damage numbers
*rewrite store menu
*better enemy "AI"
*better enemy attacks (some with projectiles, contact damage, etc)
*store and new weapons
*inventory menu
*interactive map elements (like locked doors and keys)
*procedural dungeon generation
*animations
-add animations for enemies
-animate enemy projectiles (once they exist)
*add story and actual gameplay
-bosses
-relics
Looking great Pieman! Keep up the good work!
I agree, this has come a long way since I first played the contest version, I can't wait to see the completed product!
  
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