DeathTestvDungeon
#7
This is very cool!

Your procedural generation is a lot further along than my experiments. Not sure if you are using it or not, but "wave function collapse" is a cool technique, if you are interested in procedural generation.

I love using the Kenny 1-bit tile set. I used it in my own rouge-like which you have already seen.

Something I found early on, was that having full brightness on every visible tile made it kinda, bleh. Fog of war can really increase the tension of a level.

So, I had decided to bake in lighting on my static components of the map. I was/will add pre-computed lighting for my sprites. Having a cache of say 8 lighting levels for each non-static tile in my level. Then based on distance from each light source you render a light to dark sprite. This would be make for easy and computationally inexpensive feature what can really set the mood for each level. I believe this is how Minecraft did it.

Now you have inspired me to go back and work on my own rouge-like.
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Messages In This Thread
DeathTestvDungeon - by James D Jarvis - 09-29-2022, 03:49 PM
RE: DeathTestvDungeon - by James D Jarvis - 09-29-2022, 04:02 PM
RE: DeathTestvDungeon - by Pete - 09-29-2022, 05:19 PM
RE: DeathTestvDungeon - by mnrvovrfc - 09-29-2022, 06:43 PM
RE: DeathTestvDungeon - by Pete - 09-29-2022, 07:15 PM
RE: DeathTestvDungeon - by James D Jarvis - 10-30-2022, 03:10 PM
RE: DeathTestvDungeon - by justsomeguy - 10-30-2022, 08:36 PM
RE: DeathTestvDungeon - by James D Jarvis - 10-30-2022, 10:59 PM



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