Fantasy Tactical Combat - Random Dungeons

Published December 07, 2015
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Development Update:
So last week I worked on my random dungeon generation and it works like this. I designed several DungeonTile prefabs: Hallways (left, right, straight) Rooms with exits (left, right, straight) a t-Intersection, and a boss room. When a player hits an exit point, a dungeon piece is selected at random, and attached to the dungeon. Right now, the dungeon ends when you've explored the 10th tile with the boss room prefab.

My wife also redid the wizard's hat and added a dwarf model. I'm really liking the look of the player models now. The reason why nobody has any arms is because neither one of us knows anything about 3d modelling, animation, rigging, etc. So I'm going to fake it with manipulating transforms. There will definitely be weapons shown (the visible weapon may or may not change based on actual equipment). We might make a simple voxel arm, but I think the arms will just be invisible.

I ran into several silly road-blocks along the way, but finally worked through most of the kinks this Monday. The main issue I have left is to protect against overlapping DungeonTiles. I might just brute force it for now and generate the entire dungeon at the start, rejecting any dungeon with overlapping tiles.

I'm not sure what I'm going to work on next. I'm starting to get enough dangling features where I need a more sophisticated issue tracking system than my spiral notebook and a text file. smile.png Here are some potential things I could work on:


  • Main Menu system (New Game, Load Game, Options, Exit Game)
  • Loading/Saving the game
  • Generating Planned and Random encounters
  • Better Dungeon Generation Algorithm
  • Loot for Encounters
  • Content Generation Tools (Dungeon Tiles, Equipment, Monsters)
  • Ranged Attacks
  • Spells with cool spell effects
  • More eye candy - Better tiles, Lighting effects from torches, More animations for weapon attacks, etc.
  • Treasure Chests
  • Traps
  • Doors - Open/Locked/Jammed
  • Walls
  • Overland Map
  • Town Options - Buy/Sell - Train - Look for work - Trade out party members.
  • Character Classes/Advancement

    I'm sure that's not everything, but it's plenty to choose from. Even though I still have miles to go, I'm really liking how the game is coming together.


Tip from your Uncle Eck:
When you're beating your head against a problem for a good long while and not making any progress, take a break from it. I was chasing my tail for most of Friday and even a little of Saturday. Finally I forced myself to walk away and just let the problem sit on the back burner for a while. Monday, I was able to solve the last of my issues pretty quickly.

9 likes 7 comments

Comments

tnovelli

Chunky. Has character. I like it. Who needs arms? Gameplay, tile/background art, call it a game! :D

December 08, 2015 01:06 AM
ferrous

I like the style, it manages to convey a lot.

December 08, 2015 07:12 PM
AFS
AFS

I'm liking the art style as well. It reminds me of the Lego games.

December 09, 2015 03:45 PM
Eck
Eck

Thanks for the compliments on the look. I'm happy I'm not the only one who likes it. smile.png

December 09, 2015 04:51 PM
Aardvajk
Love it. The hopping from square to square is a genius way to avoid animations smile.png
December 10, 2015 02:05 PM
Eck
Eck

Thanks Aardvajk. :) Messing with a Mecanim curve is way easier for me to implement than learning the ins and outs of a 3d animation tool.

Setting the height of the arc to the midpoint of the animation didn't look very good. Seemed too mechanical. So I just moved the height of the jump to almost before the end of the animation to give it a "move-with-purpose" feel. :)

December 10, 2015 03:46 PM
RighteousSinner

Reminds me of the randomly generated dungeons from the game called Barony. I always wondered how he got all those dungeons to generate so easily.

December 13, 2015 12:00 PM
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