Second Week


Hello again!

This week wasn’t as productive as the last, but I had some things done.

First, I realized that my dungeon generation algorithm isn’t the best. Well, this happens and I tried to create new generators, again, without properly reading what other people made and, well, I’m using my first algorithm.

The idea behind the second one was to create a grid where to put all the rooms (this is easy and it works) and then connect each room with one or more corridors. But, the problem I have is to create some interesting corridors.

In some games the connections between rooms are simple and works. My idea is to have corridors with branches and a lot of connections and prone to bugs. But well, I made some tweaks on my first algorithm and works well.

The tutorial I’m following doesn’t say anything about doors, but I think that’s a must in this game, because, well, not a must but something interesting to add, don’t you think? So, as my algorithm is somewhat cranky, the doors were cranky too and, pfff, truly, I got down.

My first dungeon generator had a lot of problems, I didn’t succeed on my second generator and now the doors were giving me a headache. The truth is, this was the first rock to get over and, well, it worked (barley).

Then, of course, if there is a door, the player has to be able to open that door. So, is a simple solution, if there’s a collision with the doors, the doors open. Simple and neat.

Solver a pair of bugs and I thought, this is time for a FOV. And, well, after reading something here and there I tried to implement some FOV. The algorithm works, but it has some major issues that, I expect, to solve before the weekend.

And, I think that this is all for today’s log. Any doubt, any question, any complaint, well, I’m here.

Have all a good week and take care.

See you!

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