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Creative Projects / Re: My C++ Projects - Tower of Azari v0.30 - Update 11/16/09, MAGIC!
« on: December 04, 2009, 10:35:06 pm »
That's not a bad idea at all.
Thing is, I want my maps to look like the inside of a building, not a cave. So random, twisting hallways and strangely shaped rooms might look kinda out of place. That's my thinking behind the method I'm using (and it's just about done, just need to find an easier way to add room layouts and I'm ready to go). It less like normal rogue-like map generation, and more like the old Diablo I and II generation, where it would put various pieces together. It'll let me design some really cool pieces that show up from time to time, and maybe later have them influence treasure (and it is coming, eventually...) and enemy spawns.
I might also be able to stick descriptions on the rooms later. The look function would be far more interesting if you got a description of the dimly lit dining hall, drenched in the blood of your enemies
I saw a game where the descriptions of items and certain other things was generated semi-randomly... it's something I'd love to see in Tower of Azari eventually, but it's also something that's way out of my league at the moment. I'm all for trying things I know I'm not capable of, for the sake of learning from my mistakes, but that'd be like stopping work on ToA to try and write the next Halo or WoW killer...
Anyways, like I mentioned, I've got it working with different room layouts. At the moment it's just one small room and one big room, but that's only really because they're hard coded at the moment, and because they're 2D vectors, initializing anything that isn't as straight-forward as a square would likely cause me intense physical pain... so, my next goal is to get them either loaded from some kind of file, or find a much, much, much easier way to set them up hard-coded...
(And a picture of a map with two room types, to hold you until I make further progress:)

Thing is, I want my maps to look like the inside of a building, not a cave. So random, twisting hallways and strangely shaped rooms might look kinda out of place. That's my thinking behind the method I'm using (and it's just about done, just need to find an easier way to add room layouts and I'm ready to go). It less like normal rogue-like map generation, and more like the old Diablo I and II generation, where it would put various pieces together. It'll let me design some really cool pieces that show up from time to time, and maybe later have them influence treasure (and it is coming, eventually...) and enemy spawns.
I might also be able to stick descriptions on the rooms later. The look function would be far more interesting if you got a description of the dimly lit dining hall, drenched in the blood of your enemies
I saw a game where the descriptions of items and certain other things was generated semi-randomly... it's something I'd love to see in Tower of Azari eventually, but it's also something that's way out of my league at the moment. I'm all for trying things I know I'm not capable of, for the sake of learning from my mistakes, but that'd be like stopping work on ToA to try and write the next Halo or WoW killer...Anyways, like I mentioned, I've got it working with different room layouts. At the moment it's just one small room and one big room, but that's only really because they're hard coded at the moment, and because they're 2D vectors, initializing anything that isn't as straight-forward as a square would likely cause me intense physical pain... so, my next goal is to get them either loaded from some kind of file, or find a much, much, much easier way to set them up hard-coded...
(And a picture of a map with two room types, to hold you until I make further progress:)








