Especially, nice use of tile variations (e.g. wall features). I'm impressed with this script.
You'll notice on my other maps using the dungeon tile that I ofen use those cut-away "half walls" so that the hero can be seen and not hidden behind the wall. Probably a bit trickier to put those in but the result is helpful to the player.
I'm not sure yet how I might integrate a random map generator into the game itself. But if you wanted to, say, generate a random 100-level-deep dungeon I could easily include it in the game.
Tartos, very perceptive! Yes there is a level variation.
5% chance to be level - 3
10% chance to be level - 2
20% chance to be level - 1
30% chance to be level
20% chance to be level + 1
10% chance to be level + 2
5% chance to be level + 3
If the final level is 0 or below, no loot drops.
Within each level, loot has a distribution by quality.
The current distribution:
Low quality (grey text) = 7
Normal quality (white text) = 10
High quality (green text) = 3
Epic quality (blue text) = 1
This means, for example, a specific normal quality level 8 item each has a 10X greater chance to drop than a specific epic level 8 item. If there are more normal quality items than epic items at that level anyway, that means there's an even higher chance of getting any normal quality item.
- Event locations are x,y,w,h. (x,y) is the northwest corner of the event box, and w,h is the tile width and height of the rectangular area. Note: right now the w,h is zero-based (e.g. 0,0 means the area is actually 1,1) but I will probably change that soon to make it more compatable with tools like Tiled.
- Mapmod can be used with background, object, or collision layers. mapmod=layer,x,y,tile_id
- Right now the only event types are "run_once" and "teleport". Really, the only event type that does anything is "run_once"; once that event is triggered it can't be triggered again (unless you leave the map and return to it). Any other event type will be ignored and assumed it should run every time the player enters that area.
Also note about teleport events, the reason they are not "run_once" is because you can have teleports within a map. The teleport event component is intermap=mapname.txt,x,y but if you leave the mapname.txt blank it assumes "intramap". I'll probably build a new specific "intramap" teleport that only takes x,y variables.
- loot=random,x,y,level OR loot=id,x,y,item_id (x and y are the tile in which to spawn the loot).
Example 1: spawn a random level 4 treasure in map position 10,10. loot=random,10,10,4
Brandon, thanks for gathering that feedback! I'm applying them where I can. Already have projectiles going further in my local build and I'm enjoying that much more. All of the other issues will be smoothed out as features get added.
Ogrebane: thanks! I'm kinda surprised the game has come along too. OGA has been a great encouragement through the entire process.
Added top-down rendering
http://opengameart.org/sites/default/files/zombie_topdown.png
Attached this to the http://opengameart.org/content/zombie-sprites entry
Not a problem. What size do you want these? And what scale? (e.g. 64x64 tiles, where 32px=1m)
Also, what direction for the light/shadows?
My other creatures are more fantasy standards -- skeletal warriors, goblins, minotaurs, antlions.
ianuk2005, glad you like my zombie sprites!
If you want, I can render them from a different angle (e.g. directly above).
Luíz Felipe, it's all done in Blender http://www.blender.org/
Trying it now. Nice work!
Especially, nice use of tile variations (e.g. wall features). I'm impressed with this script.
You'll notice on my other maps using the dungeon tile that I ofen use those cut-away "half walls" so that the hero can be seen and not hidden behind the wall. Probably a bit trickier to put those in but the result is helpful to the player.
I'm not sure yet how I might integrate a random map generator into the game itself. But if you wanted to, say, generate a random 100-level-deep dungeon I could easily include it in the game.
Tartos, very perceptive! Yes there is a level variation.
If the final level is 0 or below, no loot drops.
Within each level, loot has a distribution by quality.
The current distribution:
This means, for example, a specific normal quality level 8 item each has a 10X greater chance to drop than a specific epic level 8 item. If there are more normal quality items than epic items at that level anyway, that means there's an even higher chance of getting any normal quality item.
I might use the "brains!" in osare, when zombies first enter combat.
Tartos,
- Event locations are x,y,w,h. (x,y) is the northwest corner of the event box, and w,h is the tile width and height of the rectangular area. Note: right now the w,h is zero-based (e.g. 0,0 means the area is actually 1,1) but I will probably change that soon to make it more compatable with tools like Tiled.
- Mapmod can be used with background, object, or collision layers. mapmod=layer,x,y,tile_id
- Right now the only event types are "run_once" and "teleport". Really, the only event type that does anything is "run_once"; once that event is triggered it can't be triggered again (unless you leave the map and return to it). Any other event type will be ignored and assumed it should run every time the player enters that area.
Also note about teleport events, the reason they are not "run_once" is because you can have teleports within a map. The teleport event component is intermap=mapname.txt,x,y but if you leave the mapname.txt blank it assumes "intramap". I'll probably build a new specific "intramap" teleport that only takes x,y variables.
- loot=random,x,y,level OR loot=id,x,y,item_id (x and y are the tile in which to spawn the loot).
Example 1: spawn a random level 4 treasure in map position 10,10. loot=random,10,10,4
Example 2: spawn a longsword ( http://clintbellanger.net/rpg/item.php?id=200 ) in map position 10,10: loot=id,10,10,200
- Currently you can't spawn an enemy as an event but that is something I plan to add.
I hope to document all this soon, I didn't expect modders to show up just yet :)
Brandon, thanks for gathering that feedback! I'm applying them where I can. Already have projectiles going further in my local build and I'm enjoying that much more. All of the other issues will be smoothed out as features get added.
Ogrebane: thanks! I'm kinda surprised the game has come along too. OGA has been a great encouragement through the entire process.
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