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Cart [#58707#] | Copy | Code | 2018-11-02 | Link
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Hey! This is the first game I made in Pico-8.

P#58708 2018-11-02 23:46 ( Edited 2018-11-15 11:19)

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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.

P#58717 2018-11-03 12:09

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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.

P#58787 2018-11-05 00:33

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I don't understand what's the point of the game

I expected a roguelike but instead it's a game for a 4 years old "find the best path, avoid enemies and collect gold forever". I don't see any challenge

P#58879 2018-11-08 14:23

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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.

https://en.wikipedia.org/wiki/A*_search_algorithm

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.

P#58892 2018-11-09 11:32

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BTW, Gembit. Here is my attempt at making corridors in a 16x14 area. It's not as elegant as yours. Perhaps sometime you might explain how you are doing it ?

Cart [#58898#] | Copy | Code | 2018-11-09 | Link
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P#58899 2018-11-09 17:08

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I'm just commenting as a player. I don't care about the code or whatever

P#59001 2018-11-14 15:09

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Cart [#58991#] | Copy | Code | 2018-11-13 | Link
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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.

P#59021 2018-11-15 11:19

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