Work in Progress

Goblin’s fortress

7

Tinycloud778 2020-01-10 01:07 (Edited)

This is a roguelike I’m working on where you have to go as deep as possible in a random generated 10x10 rooms

Goblin's Fortress.nx | Open in app
2020-01-11 18:03
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2020-01-11 17:41
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2020-01-10 15:51
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2020-01-10 15:49
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2020-01-10 15:47
Goblin's Fortress.nx | Open in app
2020-01-10 15:03
Goblin's Fortress.nx | Open in app
2020-01-10 14:51
Goblin's Fortress.nx | Open in app
2020-01-10 14:40
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2020-01-10 14:27
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2020-01-10 01:21
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2020-01-10 01:10
Goblin's Fortress.nx | Open in app
2020-01-10 01:07

was8bit 2020-01-10 06:13

So cool ! :D


Tinycloud778 2020-01-10 14:26

Thanks


Roy___ 2020-01-10 15:07

Love the style, reminds me of a Bitsy game.

Are you going to try and have the rooms completely generated?


Tinycloud778 2020-01-10 15:32 (Edited)

I don’t know, maybe I will but the problem would be collisions and I don’t know how to do it


Tinycloud778 2020-01-10 15:34

I’ll just do it kinda like spelunky, the program randomly chooses a room, if I add enough, every dungeon will feel different


Tinycloud778 2020-01-10 15:35

Here’s a link on how spelunky generates levels, I want to do something kinda like that

https://youtu.be/Uqk5Zf0tw3o


Roy___ 2020-01-10 15:42 (Edited)

You could have another 10x10 array that you use to store whether that tile in the room is solid?

When you generate the room you can populate that array as well. Then you use that for your collision check?

The other option would be to check the character of the tile you are trying to move to to see what it is. You could arrange the characters into groups of solid and not solid: for example anything over char #64 would be solid and below you could walk through... Takes planning though.


Roy___ 2020-01-10 15:54

I’ve read about Spelunky before. I think the size of the levels hides the fact that they are built from common blocks.

If you were going to generate each room, perhaps you could have a number of base room templates - one with corridors, one with a central room, one with single block “pillars”, one with multiple rooms etc, but they could then have random elements (door positions etc etc)

I suppose if you have enough rooms to choose from it would seem quite random though, but you are going to have to have space to store them. 😊




was8bit 2020-01-10 16:43

For collisions, check out my solution here...

https://lowresnx.inutilis.com/topic.php?id=921


Tinycloud778 2020-01-10 17:15

Thanks


Tinycloud778 2020-01-10 17:21

To be honest I don’t want to make the game too complex or I’ll just give up halfway making it


was8bit 2020-01-10 17:53

I completely understand :)


Roy___ 2020-01-10 17:59

Haha - I know that feeling! Maybe go with the simplist route 😊


Tinycloud778 2020-01-11 17:18

Yeah I really want to finish something


was8bit 2020-01-11 19:05

It plays very cool so far :)


Tinycloud778 2020-01-11 20:11

Thanks, the game still has some bugs with enemy collisions but I’m still working to fix it especially with the wizard


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