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# Rooms Upon Rooms (And Clutter!)

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Things I have accomplished/tried to accomplish recently:

• Fine tuned enemy speed and starter weapon stats
• Completely rebuilt the rooms, now they run much more smoothly and fit together nicely
• Tried to spawn big rooms, and failed massively due to how the generation algorithm checks for existing rooms
• Drank a metric ton of espresso
• Made clutter! The game now has broken tables, rusty crates, pipes, and the odd lamp

If you're wondering how the game is looking, here's a GIF:

The code below is a snippet from the generation algorithm. It's mindbogglingly simple. This is one of four if statements, each moving up, down, left, and right, respectively. The code randomly selects a direction and if it is not on top of another room, it spawns one. This leads to the generation of what looks like a continent, thanks to Unity's random number generator. if (which == 0) { transform.position = transform.position + transform.right * 27.18f; RaycastHit2D hit = Physics2D.Raycast(transform.position, transform.forward); if (hit.collider == null) { i++; Instantiate(room, transform.position, Quaternion.identity); } }
This is what it looks like at 1500 rooms using the above algorithm:

[sharedmedia=gallery:images:7729]

The new build is ready for testing, so I'll attach it here. I did get a web build running smooth, but the textures are bugged. Even so, if you can't download the game, here's the link to the web build: https://solokeh.itch.io/the-void-2d

In the .exe version, you can control lighting with keys F2-F7. Also, read the readme.txt file, it helps to know the controls.

(Also, the orange shotgun is bugged, it has no drag, so if you ditch it in space, bye-bye shottie).

I played the web version and it looks promising.

A few things though:

1.) Can the sounds be turned down? They are LOUD!

2.) The character should move in the direction he is facing. In other words, if the character if facing left and I'm pressing 'W', the character should move left, not up. The way the controls are set up seem strange. Typically, 'W' is forward, 'S' is backwards and 'A' and 'D' strafe. This is relative to the orientation of the character.

3.) Function keys are problematic in web browsers. In Chrome, for instance, F3 brings up a search box.

Other than that, it looks good!

The character should move in the direction he is facing. In other words, if the character if facing left and I'm pressing 'W', the character should move left, not up. The way the controls are set up seem strange. Typically, 'W' is forward, 'S' is backwards and 'A' and 'D' strafe. This is relative to the orientation of the character.

I've been getting this comment quite a bit, and it confuses the hell out of me. Never in my life, with the thousands of games I've played, a large number of them being top-down shooters, have I encountered the controls you are describing. A major inspiration for this game is the web based shooter RoboKill, which has identical controls. Maybe I've been in a cave my entire life, but what you're saying to do sounds like the most backwards and unintuitive system I've ever heard of.

The character should move in the direction he is facing. In other words, if the character if facing left and I'm pressing 'W', the character should move left, not up. The way the controls are set up seem strange. Typically, 'W' is forward, 'S' is backwards and 'A' and 'D' strafe. This is relative to the orientation of the character.

I've been getting this comment quite a bit, and it confuses the hell out of me. Never in my life, with the thousands of games I've played, a large number of them being top-down shooters, have I encountered the controls you are describing. A major inspiration for this game is the web based shooter RoboKill, which has identical controls. Maybe I've been in a cave my entire life, but what you're saying to do sounds like the most backwards and unintuitive system I've ever heard of.

I really haven't played top down games, so maybe this is typical in such games? I'm looking at this from the perspective of a FPS or RPG. In those, the mouse controls the character orientation and the keys are used to move the character. It seems natural, at least to me. Your way would make more sense to me, if not for the mouse controlling orientation.

I really haven't played top down games, so maybe this is typical in such games? I'm looking at this from the perspective of a FPS or RPG. In those, the mouse controls the character orientation and the keys are used to move the character. It seems natural, at least to me.

Think of it this way, in an FPS, you can move in direction X,  while facing direction Z. This allows a degree of freedom that you lose if you limit movement in the way you describe. This game relies heavily on a combat technique called kiting, which is only possible if you can shoot in the opposite direction that you are traveling in.

It's not a deal breaker. The game seems fun to play, so I would just have to get used to the controls.

Thanks for being so amiable. I'm glad you enjoy the game! If you want, I could actually make a test build with the controls you describe, if it helps you form a more accurate opinion of the game.

Thanks for being so amiable. I'm glad you enjoy the game! If you want, I could actually make a test build with the controls you describe, if it helps you form a more accurate opinion of the game.

NO! DON'T! I reread your reply and it NOW makes perfect sense! Your way allows the player to aim the character and fire while moving in any direction. That definitely works better in your style of game.

Yeah, I'm with the OP, you want Robotron / twin stick style controls for this game.  Also controller support =)

Yeah, I'm with the OP, you want Robotron / twin stick style controls for this game.  Also controller support =)

Controller support is on its way! I haven't implemented it yet for ease of debugging, but it's coming soon.

The character should move in the direction he is facing. In other words, if the character if facing left and I'm pressing 'W', the character should move left, not up. The way the controls are set up seem strange. Typically, 'W' is forward, 'S' is backwards and 'A' and 'D' strafe. This is relative to the orientation of the character.

I've been getting this comment quite a bit, and it confuses the hell out of me. Never in my life, with the thousands of games I've played, a large number of them being top-down shooters, have I encountered the controls you are describing. A major inspiration for this game is the web based shooter RoboKill, which has identical controls. Maybe I've been in a cave my entire life, but what you're saying to do sounds like the most backwards and unintuitive system I've ever heard of.

I understand he has since changed but +1 for Mark's original position. In my opinion too, current movement system is confusing and it should be a simple WASD - each key making the character move towards the direction these keys generally do, regardless of player-character orientation.

I haven't played RoboKill you speak of and *probably* most your players also won't know about it.

What's for sure is they won't read your forum post above and change their opinion, as Mark did.

I'm trying to learn C++ and develop a basic pong as I go, seeing the effort goes into my tiny project, I can only imagine how much effort goes into a proper project like this. It would be a real waste if your game gets closed by interested players after them getting confused for n seconds. I suggest you reconsider your "defence" on how current system is great and the suggestion many people made is "backward and counter-intuitive". In my opinion your current system is counter-intuitive. I only tried the web version, if you do not have it yet, consider adding keybindings option to your game so that at least the semi patient players can *fix* the keys and enjoy the game.

Good luck with the project.

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