Nov. 28th, 2017

Work Post

Nov. 28th, 2017 11:53 pm
relee: Picture of Relee Starbreeze, Wizard (Default)
12:03am - Well I had a nice meal with the fam earlier and then another nap. On the drive home I decided I wanted to try putting together a Roguelike. I also realized that it differed from the other game types I was considering in a big way; it's turn based.

So I figure I'll make a big queue of every unit in the level/game and have them each take a turn AI-wise one after the other. But, it might be more difficult to make them coordinate like that. Simple behaviors like seek and follow shouldn't be too hard, but making the other characters seem 'smart' seems like a challenge, when they're not all going at once. Of course, they're never going all at once, but in this case there's a constant need to lock spaces so you don't get pile-ups.

I suppose I could make pile-ups an option like in Dwarf Fortress, but I'm not sure I want to go that route. It would be too easy to have a mess of critters in one space and yet you can pass through them? And where would that put strategy?

Anyways it means that the characters will have to track two positions, their visual position and the grid position they're in. They'll have to abdicate a position when they move so that others can move into the space they just occupied.

1:32am - Well I copied and cleaned up the World of Thardomhainn project for this, but I found that when I wanted to use a tilemap, it would only accept sprites, whereas in WoT previously I had been using prefabs made up of two sprites. I might end up using multiple tilemaps later on, but for now I'm too tired to continue.

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relee: Picture of Relee Starbreeze, Wizard (Default)
Relee Squirrel

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