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I have been working on the dungeon editor today, I had to rewrite some parts of my code since it was originally build only for automatically generated dungeons and not custom dungeons... Well I think levels are important nowadays The Level Editor will be in game, enabling the designer to switch between game play and editing easily
One quite nice thing is that I kept the auto generation so you could generate a dungeon and then modify it if you want a dungeon made fast... And another screen shot |
Submitted by dntoll
Sun, 05/31/2009 - 20:21
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Looks good!
Concerning the back-facing walls; I know you are just avoiding the problem right now, but it kind of bothers me that the walls are sometimes "missing". Perhaps semi-transparent walls might be better?
/johno
"you can't stop the change"
thank you! Yes its probably
thank you!
Yes its probably better with semitransparent walls, (I did those in "Invasion"). I also miss the walls especially when editing the levels...
The reason for avoiding that now is really lack of development time. Its a lot of sorting you know
2d or 3d?
I assume you're using d3d to render, but is it 2d vertices or 3d vertices with an orthogonal projection?
/johno
"you can't stop the change"
I use 3D vertices with
I use 3D vertices with isometric orthogonal projection, right now all transformations is done on CPU
trix
Perhaps you can use subtractive blending, like additive it has the pro of not requiring sorting, and if it is done right it looks almost as good as multiplicative blending.
Draw all the solid stuff with z-write and z-test enabled (including the player and objects), then turn off z-write and draw the transparent stuff subtractive as the last pass.
This is what you would do if you were rendering additive triangles, but since you are rendering subtractive this has the effect of darkening the pixels that are already in the framebuffer instead of lightening them.
/johno
"you can't stop the change"
cool, I will test this
cool, I will test this
Some notes
Just played for a while...
-items drops are really hard to see, required "mouse-scanning" to find
-tooltips obscure action, I like Diablo's solution of dedicated hud space for tooltips / info (bottom center of screen)
-mouse scroll sucks, center camera on player
-would like to be able to play in windowed mode
-hero sometimes crashes when alt-tabbing to desktop
-is there somewhere to repair items?
-i am confused in the inventory about what lmb, rmb, and doubleclicking does...
But it's still damn playable!
/johno
"you can't stop the change"
From the sidelines
I haven't tried Hero since you started working on it again, but reading Johno's notes I have a suggestion of my own about t he item drop issue. I liked the solution for this in diablo 2, i.e. holding down a button to bring up the tooltips for all the items on the ground. This was quite an effective way of finding stuff you wanted. I suggest a similar solution.
______________________________________________________________
There's no kill like an overkill!
Yes if you hold down CTRL
Yes if you hold down CTRL you will see all items! Or at least some clickable titles
Thanks for the comments!
Yes I agree, and hObbE also
Yes I agree, and hObbE also wanted a dedicated info screenspace.. so I will try that....
I´ve already removed mouse scroll in iteratioon 4
Windowed mode and different resolutions will come in future iterations...
Hm right now there are no smithy on the map (but it exists in code). You will also gain a smithy skill, will work like the First Aid skill so if your weapon gets damage you can fix some of it yourself...
I think adding tool tips in the dedicated info area will solve most problems... but here are some hints for the current implementation of inventory:
Left Mouse Button: select and drag items
Right Mouse Button and double click : Equip item, drink potion...
BTW today I got dialogs working properly so first quest here I come...
I have worked on those
I have worked on those walls, and I think it is really nice to get a semitransparent wall...
I have also remedied the item-search by both outlining hidden items and making them stick out...
Looking good! Those crates
Looking good!
Those crates look weirdly over sized though
Lovely, but i have to agree
Lovely, but i have to agree with hObbE, those creates look a little bigger then normal! But the environment is awesome! Good job, can't wait for the new iteration.
Yes, they are quite big,
Yes, they are quite big, makes me think more of big coffins
Right now I only have one tile size, roughly 1x1m... I want to steal your new tech hObbE 
I think the levels will be a lot more interesting after this iteration... Quite fun to draw them actually, in-game editors ftw!
Man I need to make a game
Man I need to make a game soon to, you're making me look bad
But feel free to steal 
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