I am really liking this game, but I think it's possible there may be some errors in it. Not that crash the system, but make it impossible for the player to reach all corners.
On the 13th floor I was presented with this:
The problem as you can see, not all areas can be traversed. Also you might have the strength value appear next to a critter when the player is 1-step from them. As hearts don't seem to increase beyond 4, fighting a critter that takes 4-hearts, well, that just ends the game.
It's an interesting idea you have on crafting a dungeon, while I could not understand the source, seeing what comes up is enough. I should be able to do something similar, yet guarantee all paths can be reached.
Thanks very much for having a look. The strength value appearing when a tile away is frankly a great idea that I wish I had thought of.
I only made sure the ladder was always reachable, I could theoretically do this for every item in the game but it was a challenge I wasn't then ready to undertake.
I'm sure that hearts should go higher than 4, so this is a bug that needs looked at.. also there are no critters which take 4 hearts, the issue you have run into is actually far worse, multiple enemies can spawn on the same tile. I may make an "Eternal Tower 2" one day and address some of these fundamental issues.
That's not very nice Floman. In many ways this game does quite a few incredible things. The least of which is to make realistic-looking corridors which always guarantee a path to the stairs.
I'm pretty sure this is using what is called "A*" a complex method of ensuring targets can be reached on a map.
To get a perfect balance of a "Rogue" style game is a difficult thing indeed. And it is the very first game Gembit has written.
Not bad for a first attempt I say. Not bad at all.
A little later today finding some time I wanted to try and make a "cavern" type program and let Gembit compare it with his own.
I wrote a random map generator for a roguelike I hope to make. It's simple, but it does always ensure that all areas are connected.
It works by drawing randomly drawing boxes of different sizes at different locations. This creates a corridors that loop back around.
There is also a function that checks if all of the tiles in the map are connected. It does this by picking a floor tile and filling all of the connected floor tiles with another tile, then it checks to see if the entire floor is the same color or not. If everything is the same color, then everything is connected.
I hope some part of this is useful.
Press left or right to change the map area.
Well now Polyphonic, that's an interesting idea and one I haven't tried yet. Drawing in a 16x16 area and filling outward to see if it's possible to reach the other tiles.
Curious, you got me thinking now ... will likely try writing something like this today, but not to use lines but single blocks in random succession.
Here it is:
Since it seems most of us are interested in tile-based games and tutorials at the moment, where the player moves in steps of 8x8 with BTNP(), thought I would bump this rather remarkable game which is a good Rogue in itself and does a fine practice of creating randomly generated rooms.
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