I could add items with multiple bonuses later. I admit I kinda like how simple it is now. Currently items can only have one bonus (I think if you tried to put multiple bonuses on an item in the current code, the second bonus would overwrite the first)
I plan to have visual variations for each monster type. For now you see it with the skeleton, there are two types and one looks tougher. As an example, I want to add an even tougher looking skeleton that almost looks like a death knight. The antlion will have fire/ice colored versions, but there might also be very small hatchlings and larger queens. There would be "hobgoblins" that wear armor and don't look like pushovers. In the final game each base monster type might have 3-5 visual variations.
Yes, some items are too high level to appear in this demo.
When low level creatures roll for loot and I make the result 0, that means no loot. Basically, very low level creatures have less loot. That is why sometimes there is nothing in barrels/crates. This is intentional.
Correct, items without levels won't drop. This could be used for quest items or story items.
I probably won't do the colored monster thing. It was easier to do in Diablo because all the graphics were in a 256 color pallete. But it could come later if I change the rendering to OpenGL.
I thought about splitting the items.txt file up. Sounds like a good idea to me.
pennomi, I'm using 15 to mean an "invisible" collision tile. These do not show up on the minimap. Currently I'm using them for secret passages.
Also if you look at the collision tile image I use in Tiled you'll see eight corner tiles; I don't have these implemented yet in game. (I'm not sure yet if they'll be necessary)
You'll find many parts of the game aren't really mod ready yet, as the app will crash out in plenty of unexpected situations. I need to make a good pass through the code to add better error handling and comments to help people making mods.
2 means blocks movement only (so you can still have line of sight and missile spells across these tiles).
Tartos: nice work on these generated maps. I think you're the first to post algorithmically generated maps for OSARE. I need to make a good outdoors tileset that has more features.
pennomi, eventually all the powers will be customizable. There will be a few "base types" of powers to build from.
Current base power types:
Missile (used by Shock, arrows, slingshots, etc.)
Ground Ray (used by Freeze, creates a series of animations along the floor)
Multi Missile (used by Multishot)
Single (an animation takes place and it creates a hitbox for a "single" frame. Used by Quake, Burn, Timestop, etc.)
NoHazard (similar to Single but has no attack roll. Used for special effects like blood spurts, Heal, etc.)
Eventually you'll be able to set the animation file, sound effect, speed, etc. for new powers. And you can tack on modifiers like causes bleed/stun/slow, damage type fire/ice/etc.
Right now the current powers are fixed. In a future update they will all be moved to config file, where it will be relatively easy to change them or make entirely new ones.
If I get requests for new base power types, and it makes sense for there to be a new base power type, I'll add it to the engine.
To convert from a RGBA image to RGB with pink as the background, I use this technique.
In GIMP:
load the RGBA image
Choose pink (255,0,255) as the background color in the Toolbox dialog
Layer -> Transparency -> Threshold Alpha (set it to 32)
Layer -> Transparency -> Remove Alpha Channel
If the result doesn't look right, it could mean the original render wasn't done carefully. I made those grass/water tiles a long time ago and have learned new techniques since then.
(edit)
Yeah I can't get the grass/water tiles to look right. The grass particles are a much lighter color when not against the brown dirt background, so it's causing the tile edges to appear prominently. I'll experiment to see if I can make better grass tiles.
I create tileset_dungeon.txt manually. The columns are: id, x, y, width, height, offset_x, offset_y. Offset (x,y) assumes the anchor point is the center of the tile, and subtracting the offset puts you at the top-left corner where you draw the tile sprite (I use this to have various-size tile images).
The last number for spawns is orientation/direction. 0 through 7. 0 is facing the left side of the screen, which corresponds to (-x,+y) on the map I think.
Also,
Re: Tartos
pennomi, I'm using 15 to mean an "invisible" collision tile. These do not show up on the minimap. Currently I'm using them for secret passages.
Also if you look at the collision tile image I use in Tiled you'll see eight corner tiles; I don't have these implemented yet in game. (I'm not sure yet if they'll be necessary)
Also some notes for you maphackers:
You'll find many parts of the game aren't really mod ready yet, as the app will crash out in plenty of unexpected situations. I need to make a good pass through the code to add better error handling and comments to help people making mods.
For collisions:
0 means no collision
1 means blocks all
2 means blocks movement only (so you can still have line of sight and missile spells across these tiles).
Tartos: nice work on these generated maps. I think you're the first to post algorithmically generated maps for OSARE. I need to make a good outdoors tileset that has more features.
I've been getting lots of great feedback. Thanks everyone!
pennomi, eventually all the powers will be customizable. There will be a few "base types" of powers to build from.
Current base power types:
Eventually you'll be able to set the animation file, sound effect, speed, etc. for new powers. And you can tack on modifiers like causes bleed/stun/slow, damage type fire/ice/etc.
Right now the current powers are fixed. In a future update they will all be moved to config file, where it will be relatively easy to change them or make entirely new ones.
If I get requests for new base power types, and it makes sense for there to be a new base power type, I'll add it to the engine.
Tartos, I found that for the grass/water tiles, a threshold alpha of 144 got me closest to what I wanted.
I uploaded two "noalpha" versions of the tileset here http://opengameart.org/content/grass-and-water-tiles
Tartos,
To convert from a RGBA image to RGB with pink as the background, I use this technique.
In GIMP:
If the result doesn't look right, it could mean the original render wasn't done carefully. I made those grass/water tiles a long time ago and have learned new techniques since then.
(edit)
Yeah I can't get the grass/water tiles to look right. The grass particles are a much lighter color when not against the brown dirt background, so it's causing the tile edges to appear prominently. I'll experiment to see if I can make better grass tiles.
Tartos,
I create tileset_dungeon.txt manually. The columns are: id, x, y, width, height, offset_x, offset_y. Offset (x,y) assumes the anchor point is the center of the tile, and subtracting the offset puts you at the top-left corner where you draw the tile sprite (I use this to have various-size tile images).
The last number for spawns is orientation/direction. 0 through 7. 0 is facing the left side of the screen, which corresponds to (-x,+y) on the map I think.
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