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  1. [color=rgb(51,51,51)][font=Georgia]This week I've worked on: core gameplay mechanics, AI, editor tools and other stuff. I don't have much to show this week, since I replaced all the placeholder environment with colored blocks(it looks ugly) to do some tests.[/font][/color] [color=rgb(51,51,51)][font=Georgia]The gameplay mechanics that I have implemented this week:[/font][/color] [color=rgb(51,51,51)][font=Georgia]Game system. This system controls the entire game(managing entities, entity turns, etc). Entity movement. Basic combat. Key/Door system. Chest/Treasure generation. Item/Equipment system. There will be blessed and cursed items. The current system already supports random stats generation. Monster generation.[/font][/color] [color=rgb(51,51,51)][font=Georgia]For the AI, I created a system called AI Blocks. This allows me to create generic enemy behavior like patrol, hunt, attack, flee.... Each one of these are basic AI Blocks that I can put on the enemies or extend them to create more specific behavior.[/font][/color] [color=rgb(51,51,51)][font=Georgia]Art Section[/font][/color] [color=rgb(51,51,51)][font=Georgia]The concept artist, Jonathan Arnold, created two new creatures.[/font][/color] [color=rgb(51,51,51)][font=Georgia]Goblin Mage[/font][/color] [color=rgb(51,51,51)][font=Georgia][/font][/color] [color=rgb(51,51,51)][font=Georgia]The Blob[/font][/color] [color=rgb(51,51,51)][font=Georgia][/font][/color] [color=rgb(51,51,51)][font=Georgia]Ghislain Girardot started the modeling of the Goblin Mage.[/font][/color] [color=rgb(51,51,51)][font=Georgia]Goblin Mage Preview[/font][/color] [color=rgb(51,51,51)][font=Georgia][/font][/color] [color=rgb(51,51,51)][font=Georgia]Every dungeon will introduce 5 new enemies(6 if count the bosses). Some dungeons will have some previously introduced enemies in addition to the 5 new ones.[/font][/color] [color=rgb(51,51,51)][font=Georgia]Next week I will work on visual stuff(UI, First Person Hands, animation setup, etc).[/font][/color] [color=rgb(51,51,51)][font=Georgia]BONUS:[/font][/color] [color=rgb(51,51,51)][font=Georgia][/font][/color]
  2. The Dawn Age - Dungeons!

    Thanks!   I use a 2D matrix to store the data(25x25 in this case). The algorithm is quite simple: 1 - Generate room at any position and add it to the rooms list 2 - Random a room or corridor from the list(in my case i don't pick locked or secret rooms. Only corridors and rooms) 3 - Pick a wall from the randomed area on step 2(do a few checks) and put a door 4 - Generate a room or corridor for the door(do a few checks) 5 - Place the generated room or corridor on the map and on their respective list (2, 3, 4 and 5 are inside a loop.) Of course this is a simplification, but this is the base of the current algorithm. The generation of chests, levers, monsters and other stuff should be easy after this. This is how the matrix look like: * - Empty space 0 - Wall 1 - Walkable 3 - Door 4 - Locked Door 5 - Secred Door/Wall
  3. [color=rgb(51,51,51)][font=Georgia] Hi, I'm Cassio Eduardo Ferreira da Cunha a 21 years old programmer, game designer and founder of this company(Dumont Studios), based in Brazil. This is my second blog post, if you want to know more visit my blog: http://www.dumontstudios.com[/font][/color] [color=rgb(51,51,51)][font=Georgia] Yesterday I finished the dungeon generation. I've never worked on a dungeon generation before, so I had to think for a while and write down what I needed. It ended up working perfectly and have a lot of parameters that I can change to customize the dungeon.[/font][/color] [color=rgb(51,51,51)][font=Georgia] This is a "mini-map" view of the dungeon. Blue - Walkable. Yellow - Door. Red - Wall.[/font][/color] [color=rgb(51,51,51)][font=Georgia] There are 4 types of areas: corridors, rooms, locked rooms and secret rooms. The secret room don't have doors, you may have to break the wall(if there is a crack) or pull a lever.[/font][/color] [color=rgb(51,51,51)][font=Georgia] This is the dungeon generated above. The environment is placeholder, but we will get there eventually.[/font][/color] [color=rgb(51,51,51)][font=Georgia] Next week, I will focus on core gameplay mechanics and pathfinding. Bye.[/font][/color]