Indeed, I am currently doing corridors border to border. Yes, if we make the corridors from vertical-center to vertical-center, there is nothing to change as far as the corridors are concerned but then corridors and rooms overlap. In my internal representation of the dungeon, I would rather not have corridors intersecting rooms. In any case, it is not a big issue: computing the intersection between a vertical/horizontal line and an axis-aligned ellipsis is easy.
Nice animation by the way!
I plan on open-sourcing the code when everything will be ready and polished but for now I have not shared it yet. It is in C++ and uses my framework. As it is, I am not sure, it would be really helpful. I think it would be faster to reimplement it from scratch using the devlogs but if you really want to see the code, I can send it to you.
For now it does not. But it is definitely a good idea! I have already thought about it and I agree with you, it should make the rooms even more organic.
I did not implemented that yet because it is slightly trickier to create the corridor between two ellipses than between two boxes. But in a further version, I will certainly do it.
Great work!
Quick update of this project.
I greatly improved the cave generator and I implemented the suggestion of MedicineStorm of using ellipses:
There is also now something looking like a game with a crude interface and we can move a character in the world and attack monsters:
You can find more info and in-game videos on my Twitter account or in the devlogs.
Have a nice evening! :)
Another beautiful piece of music! I am really fond of your recent compositions.
I am still working on this project. But I don't have much to show since I am currently working on low-level parts of the game engine.
I worked on my graphics engine and started to implemented a light system. Here are some screenshots:
I also implemented a day-night cycle, I took inspiration from the submission of Casper Nilsson:
I am still publishing a devlog each week on my blog if you are interested by the details!
Thank you very much!
I use a custom engine that I am making using C++, SFML and OpenGL.
I use the Whittaker diagram to determine biomes from temperatures and precipitations.
Very nice! Well done! :)
Indeed, I am currently doing corridors border to border. Yes, if we make the corridors from vertical-center to vertical-center, there is nothing to change as far as the corridors are concerned but then corridors and rooms overlap. In my internal representation of the dungeon, I would rather not have corridors intersecting rooms. In any case, it is not a big issue: computing the intersection between a vertical/horizontal line and an axis-aligned ellipsis is easy.
Nice animation by the way!
I plan on open-sourcing the code when everything will be ready and polished but for now I have not shared it yet. It is in C++ and uses my framework. As it is, I am not sure, it would be really helpful. I think it would be faster to reimplement it from scratch using the devlogs but if you really want to see the code, I can send it to you.
If you have any question, let me know.
I look forward to seeing your dungeons!
Thanks! :)
For now it does not. But it is definitely a good idea! I have already thought about it and I agree with you, it should make the rooms even more organic.
I did not implemented that yet because it is slightly trickier to create the corridor between two ellipses than between two boxes. But in a further version, I will certainly do it.
@Evert If you eventually write something one day, I will be glad to read you! Thanks for the link, it seems really interesting!
Since last time, I have worked on dungeon and cave generation.
Here is an animation describing the steps of the generation:
Then I worked on generating tiles using [LPC] Mountains tileset from the output of the generator:
If you are interested by the details, I have written two new devlogs: here and there.
I also started working on brick walls but it is not quite ready.
Hope you like it!
Great work, I like the ambience!
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