Thanks all: these are good ideas. I have been thinking on some of those things, too.
What do you suggest for making it better?
Bringing the rooms closer together sounds like a good idea to me. Finding the stairs after the clearing out most of the monsters got tedious, mainly because of the time it took to explore. Walking speed versus the monster speed seems good to me, but shortening the corridors would make exploration faster.
"Lorebites" sounds really interesting to me, especially since there's the potential to have a randomized storyline. I was planning to use A* to do something similar myself, although in a different way and to a different end.
If you haven't seen it yet, I think it's worth reading about Hectate's Metroid Generator and the "Lock and Keys" concept. The algorithm described would be a good approach to generating levels that have a sense of progression (get X to get to Y)... for example, finding a particular weapon or powerup to enable you to defeat a particular boss.
Shrinking the dungeon a bit should easy, so that will probably be the next thing I work on. As for A*, I had though about trying to use that, but I really wanted to build this game without any extensions. (And actually, without any actual code, just the blocks: I might be stupid, but my goal was to keep things simple.) That said, I would like the monster AI to be more elegant, so perhaps I will cave and try out A* later on....
Thanks for mentioning the Metroid generator! I had seen it a while back but forgotten about it – definitely worth looking at, as it is so similar to what I am trying to do. I had definitely considered Lock-and-Key-like random progression. What I had in mind would be like this: randomly drop keys in each dungeon level (you can see I have a key slot in the HUD, but currently there is nothing to fill it...) and keep track of how many have been dropped so far; then, randomly generate locked things (doors and chests), but never generate more locked things than the number of keys that have already been dropped in previous levels. This would occasionally make the player have to back track – not sure if that would be too frustrating, but it would be interesting. If anyone has thoughts on how to do that sort of thing well, I would love to hear it!
Great Start Crovaxus17 !
At first, when I start reading, I thought : too big of a project and was expecting a green grass game where nothing was done.
Then I started the game and it was like : Good Start!
Procedural Generation is a thing that I frequent look at and it will be interesting to see how for you go with it.
I would advice to let the player start in a room where there isn't an enemy. Just to get the feeling of the controls and let the player get familiar with the scene. You might use a thing like 'after x seconds' to set a variable for spawning enemies.
Again, good start and I will be watching this journal!
Yeah, the size of the project worries me a bit: that is why I really want to keep it as simple as possible. If I can get a streamlined, playable dungeon, then I can just add details to it over time, so it will grow and get more interesting, but still be a playable "finished" product the whole time. My brother is going to help me create unique assets to populate the dungeon with, so that should be a big help: I am not an artist. (I should credit Oryx Design Labs for the Tiny Dungeon tileset, which is great! Definitely worth the price. I have found the sprites very flexible and easy to animate, and I love the dark color palette.)
I think I fixed it so that enemies will not spawn in the very first room on the first level (though they can still spawn at the staircase in subsequent rooms). Let me know if this fix isn't working....
I died in level 3 being surrounded by skeletons
I enjoyed it and its a good start. I would love to move diagonal and have ranged weapons at a certian point. Maybe you want push the rpg idea w bit further and add NPC's in the dungeons or add some goals beside finding the next staircase.
All the best!
Moving Diagonal would be easy, I could just use the 8-way built-in behavior instead of the 4-way. Maybe I'll try to make it optional: so the player can choose to enable diagonal movement or not?
As for ranged weapons, yes I plan to add them. I am thinking that I can make at least 4 distinct character classes just by varying the starting stats and attack type (melee or ranged). So, for example, the current hero would be the Warrior class: melee attacks, high defense and hit points, high basic attack damage, low special attack damage and mana, lower movement speed; a Mage would have ranged attacks, low defense and hit points, low basic attack damage, very high special attack damage and mana, lower movement speed; a Rogue would have melee attacks, medium defense and hit points, medium basic attack damage, medium-high special attack damage and mana, highest movement speed; and a Ranger would have ranged attacks, medium defense and hit points, high basic attack damage, low special attack damage, medium mana, high movement speed.
As for NPCs and dungeon features: yes! I want to put in merchants, for example, so you can spend your coins to customize your character a bit, if you want to, by buying powerups to improve your stats; and also other NPCs like prisoners, demons, and otherworldly beings that will talk to you instead of fighting, and they could have randomized dialogue similar to the Lorebites mentioned above. And the lock and key idea would hopefully create a sense of progression and goals...
(I love Space Pirate, btw!)
Really cool, I enjoyed it, I really like how the enemies can hurt each other, I like the tactic of using them against each other. The range enemies in the corridors was difficult, would be nice to be able to deflect the projectiles with the sword. Looking forward to seeing how this progresses.
Hmmm... deflecting projectiles might be interesting. I'll add it in and see how it works. Thanks!
Sorry for the long-winded response, everyone, but as you can tell I am really excited about this game!