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I spend the last few days creating 'debris' for the dungeon, just to make the play area feel more 'dungeony'. Blood spatter, stones/rocks strewn about, wall motives, hanging banners, that sort of thing.

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So for the last few days I've just been playing around with graphics, and playing around with a wee problem I have with regards to the spawning of the 'Start' and 'Finish' locations in the procedural generation of the dungeon.

Graphics
I spend the last few days creating 'debris' for the dungeon, just to make the play area feel more 'dungeony'. Blood spatter, stones/rocks strewn about, wall motives, hanging banners, that sort of thing. You can have a look at the progress so far. I'm not an artist, nor a programmer/developer etc etc, but I'm not letting that stop me. It only means doing artsy sprites takes me much longer than normal. And of course, not always do my 'art' end up looking even semi-convincing (yes, I am referring to the 'sand' in the latest screenshots). Next step would be to create some environmental props, like statues, barrels, crates, chests and so on.

Procedural Dungeon Generation
At the moment the procedural generation is running awesomely. The dungeon rooms and passages, texturing and sprites (debris) are all placed with no hiccups. Where I am stuck right now is that occasionally a dungeon is generated where there is no path between the monsters spawning portal and their intended target- the stairs leading up to Martha's Rest, or sometimes it just won't generate one of these key points. I have an idea of how to fix this, other than merely doing a check and regenerating if a problem occurs. I will try it this week, and give feedback on what I've done... if it works. If it doesn't, we'll all act like I never wrote this.

So progress is very slow, but who cares. As long as there is some progress, and I can keep my desire to actually complete this endeavour of mine.

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