Jump to content
  • Advertisement
  • entries
    22
  • comments
    40
  • views
    21497

Age of Rogues WIP: Day 8 - Prototype completed!

Sign in to follow this  
arka80

1972 views

Mission accomplished! ph34r.png

Prototype of this game is finished, and this is yet a very great success for me.

As last feature I introduced dungeons (not really a roguelike without them smile.png). Dungeons are not the ultra-deep things seen in other roguelikes: they serve the sole purpose to hide once more obelisks, giving the (design-) chance to put the most advanced ones in really dangerous places.


aor15.png




At the moment, dungeons are implemented as a submap of an area. There's one level only, and the entrance is the exit too (you go there not to find the exit, but obelisks, and you know where to go to back to the area map). I didn't spent a single minute in implementing an algorithm for their generation: they follow the same rules used for external areas, but with dirty terrain as default and rocks as barriers. I just wanted something to enter in, wander around, grab things and exit.

A feature of dungeons is that they use the character's dark-field-of-view stat in order to uncover explored tiles (instead of the field-of-view stat for the area map). This stat starts at 0: that means that you can't see anything around you if you enter a dungeon at the beginning of the game. You need to be equipped with torches, and you get torches as soon as you find the Fire obelisk (which must be placed NOT in dungeons...).

So, this part of this adventure has come to an end, and I'm pretty proud of what I have done. Now I want to play a bit with this toy and maybe polish a minimum to have something to release. With an early alpha (or late-prototype) I can think to run a page on indiedb and start an actual development.

But not now. Now I need an holiday. laugh.png

EDIT:
I put here the prototype exe as it is, for those interested in. "As it is" means that it lacks almost every kind of "user friendly" feature. A lot of things are there for the sake of test only: for example, dungeon entries are always in the first column of tiles, at (x=0, y=25) to make entry test easy.
Enough apologies, enjoy!
Sign in to follow this  


6 Comments


Recommended Comments

The executable you've uploaded is a debug build (or at least, is linked against a debug runtime) (which means it won't run without the corresponding Visual Studio installation).

Share this comment


Link to comment

Thanks for pointing it out Josh, I replaced the debug with a release version. Hope it works now. If not I probably have to set a parameter in visual studio, but I don't remember its name and I need the error message.

Share this comment


Link to comment

Thanks for pointing it out Josh, I replaced the debug with a release version. Hope it works now. If not I probably have to set a parameter in visual studio, but I don't remember its name and I need the error message.

The release build fixes it (you can see the problematic DLLs if you run depends.exe on your debug executable, fwiw).

Share this comment


Link to comment

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

Participate in the game development conversation and more when you create an account on GameDev.net!

Sign me up!