3:56am - Well it looks like sleep was exactly what I needed, and lots of it. I mostly slept through the day today until around 11pm and then daydreamed for another two hours or so... I'm feeling a lot better now though.
I'm still a bit 'out of it' now that I'm nolonger employed, but I'm feeling better and better. I've got to figure out some sort of plan for what to do with myself now, though. I've got the ideas for what I'll do for 'work' done on my previous post, but I still should figure out some way to live a balanced life, with food, rest, and excercise along with my work.
Sitting at the point I am at right now, four am and laid back, I'm not sure I want to do anything, but I also feel a bit bad doing nothing. I don't know if diving back into my work is the best idea, since I'd probably end up doing it until I was exhausted. I just ate a bit ago, so I'm not hungry, and it's four am so going for a walk would be awkward. Some scary weirdos come out at night sometimes. Also it's dark still.
I want to get my life organized but maybe this is the wrong time of day to start. Especially with my sleep schedule fully out of whack. Maybe I SHOULD just dive into my work until I'm exhausted, at least until I can sort things out properly?
Alright I'll put this work post on pause until I get up again and then start some computator work.
4:57am - Alright time for computator work.
The next step of my Zeldalike project is to make the base Room class. Each room should be a composed duplicate of the base Room class.
So what's a room?
A room is a TileMap node to start with. I was going to make it a Node2d but then it would just have a TileMap as its first child with lots of children of the TileMap, so why not skip the extra Node2d?
5:23am - Alright I made a scene based off a TileMap and set up the TileSet using the tiles I created, and boy are they rough. Oh well.
5:31am - Okay enough playing around with my tiles. I need to get back to figuring out what the room needs.
I had an interesting realization; I had been planning on exposing a property of each room to let the Dungeon arrange them by that property, but they won't be instantiated when that info is neccesary, so I'll have to split up the Room plans by type beforehand.
I'm thinking that to start with, I'll have regular rooms, challenge rooms, environmental hazard rooms, and treasure rooms.
Hmm... The Dungeon generator could build a theoretical dungeon in data to make sure it's complete before it starts throwing rooms down. I could also make it so that each room could have 'potential' doors, instead of making the same room over and over with all the doors extant or not...
I'm not sure on that one. The problem is that some rooms would have to have doors in specific places, and mixing potential doors and mandatory doors would be a lot more complicated for the generator.
I'm also thinking that there should be a standard size for the rooms, to make them 'square' on the conceptual map. So oversized rooms would take up multiple squares. Undersized rooms would still take up a square but be partly filled by walls.
I'm thinking that, including wall tiles, each room should be 10x12. It's a ways short of the X extants of my camera view, and just past the Y extants. It's also comparable to the room sizes in the Legend of Zelda games, a little bigger than Link's Awakening and a little smaller than LttP. I think the normal room size in Binding of Issac is 9x15 for a more modern comparison. Actually I looked at Moonlighter and it looks like they used the same scale as BoI, maybe I should do that since my Camera is different from the ones in those old zelda games?
6:28am - Alright after playing with it a bit I'm going to set the default room to 15x9, and I can change it later if I need to.
Another thing I'm thinking about is doors/exits. Should they be Actors? They'd be standing on the walls, which will be physics blocking. I suppose since I'm making my Actors with composition, they don't need to have a physics presence, so they couldn't be bumped or pushed accidentally anyways. But what about their function?
You don't close doors anymore, it's zeldalike. Monsters don't go through doors, only the player does. Sometimes the doors are locked, though. And there might be a variety of types of door, like one way doors maybe? And doors that lock when you enter the room, so you have to have a key to go back, or defeat a challenge.
Alright I'll leave the doors as Actors for now. In theory, anyways, since I haven't actually MADE doors yet...
The other thing rooms need is a varety of point types to show where the Dungeon could place things if it wanted to. I guess they'd be SpawnPoints.
6:46am - I've put in some Position2Ds to serve as spawn points, but I'm again wondering about the doors and alternative room sizes. It's stressing me out enough I might stop for a bit, take a break and come back.
7:56am - I played PSO2:NGS for about an hour, and now I'm thinking about having a shower. I'm planning to go get a haircut and do some errands at 9am so I want to do the shower beforehand. That gives me an hour, and it usually takes me 20-30 minutes to have a shower.
Ahh well I'll do it now, get it out of the way and dry off while I wait for go time.
10:42am - I went out and got my hair cut, and got a few things from the grocery store, and I'm back. I just spent a little time looking up info on Video Game Reviewing and it's pretty intimidating. For a lot of people, that's their whole job, and I'm looking at it as a sideline. My main thing is my programming work.
11:57am - Well I've been messing around on Discord and Twitter for around an hour it looks like. I've gotten tired at last so I'm going to lay down, but my roomie is probably going to get me up in an hour or two to play Heroclix on his twitch stream, so we'll see how that goes.
For now I'm going to switch computers and load this on my chromebook to continue.
12:06pm - Now on the chromebook. I'm probably just going to roll over and sleep at any moment but until then I wanted to think some more about my Zeldalike project.
I'm thinking for example that I should change the Position2d nodes I'm using for spawn points into their own thing, with scripting, and signal hooks.
I'm thinking the Dungeon generation is going to go something like this. First the Dungeon Generator picks what style of dungeon it's going to make. I'm planning at least two styles, linear and grand hall. The first is basically a line, maybe curvy, that has side passages that loop back to the main line at the end. The grand hall style will have a big main room the size of, probably six normal rooms, and it'll have multiple doors leading off of it to side routes that have loot or keys at the end, until you find the big key and open the boss door in the grand hall or maybe a little past it.
After the dungeon style is picked, an internal grid is formed to represent the dungeon, and areas are blocked out procgen style with the rooms based on various forms of logic and patterns. The rooms are only instantiated when the player is one room away from it, though, So as to keep resources freed up.... maybe. I'll experiment with it. I don't want monsters respawning every time the player goes two rooms away.
When it comes time to generate one of the rooms, it places monsters in the spawn points based on how difficult of a challenge that particular room should be, and the challenge of the dungeon as a whole. It also places the treasures and such.
The doors on the edges of the rooms are connected to eachother and that's basically it. Now that I've spelled it out it sounds a lot easier than I was thinking.
12:27pm - I'll have to try and put it together later along with the special Position2d spawners. For now I'm very tired and gonna sleep some.
I'm still a bit 'out of it' now that I'm nolonger employed, but I'm feeling better and better. I've got to figure out some sort of plan for what to do with myself now, though. I've got the ideas for what I'll do for 'work' done on my previous post, but I still should figure out some way to live a balanced life, with food, rest, and excercise along with my work.
Sitting at the point I am at right now, four am and laid back, I'm not sure I want to do anything, but I also feel a bit bad doing nothing. I don't know if diving back into my work is the best idea, since I'd probably end up doing it until I was exhausted. I just ate a bit ago, so I'm not hungry, and it's four am so going for a walk would be awkward. Some scary weirdos come out at night sometimes. Also it's dark still.
I want to get my life organized but maybe this is the wrong time of day to start. Especially with my sleep schedule fully out of whack. Maybe I SHOULD just dive into my work until I'm exhausted, at least until I can sort things out properly?
Alright I'll put this work post on pause until I get up again and then start some computator work.
4:57am - Alright time for computator work.
The next step of my Zeldalike project is to make the base Room class. Each room should be a composed duplicate of the base Room class.
So what's a room?
A room is a TileMap node to start with. I was going to make it a Node2d but then it would just have a TileMap as its first child with lots of children of the TileMap, so why not skip the extra Node2d?
5:23am - Alright I made a scene based off a TileMap and set up the TileSet using the tiles I created, and boy are they rough. Oh well.
5:31am - Okay enough playing around with my tiles. I need to get back to figuring out what the room needs.
I had an interesting realization; I had been planning on exposing a property of each room to let the Dungeon arrange them by that property, but they won't be instantiated when that info is neccesary, so I'll have to split up the Room plans by type beforehand.
I'm thinking that to start with, I'll have regular rooms, challenge rooms, environmental hazard rooms, and treasure rooms.
Hmm... The Dungeon generator could build a theoretical dungeon in data to make sure it's complete before it starts throwing rooms down. I could also make it so that each room could have 'potential' doors, instead of making the same room over and over with all the doors extant or not...
I'm not sure on that one. The problem is that some rooms would have to have doors in specific places, and mixing potential doors and mandatory doors would be a lot more complicated for the generator.
I'm also thinking that there should be a standard size for the rooms, to make them 'square' on the conceptual map. So oversized rooms would take up multiple squares. Undersized rooms would still take up a square but be partly filled by walls.
I'm thinking that, including wall tiles, each room should be 10x12. It's a ways short of the X extants of my camera view, and just past the Y extants. It's also comparable to the room sizes in the Legend of Zelda games, a little bigger than Link's Awakening and a little smaller than LttP. I think the normal room size in Binding of Issac is 9x15 for a more modern comparison. Actually I looked at Moonlighter and it looks like they used the same scale as BoI, maybe I should do that since my Camera is different from the ones in those old zelda games?
6:28am - Alright after playing with it a bit I'm going to set the default room to 15x9, and I can change it later if I need to.
Another thing I'm thinking about is doors/exits. Should they be Actors? They'd be standing on the walls, which will be physics blocking. I suppose since I'm making my Actors with composition, they don't need to have a physics presence, so they couldn't be bumped or pushed accidentally anyways. But what about their function?
You don't close doors anymore, it's zeldalike. Monsters don't go through doors, only the player does. Sometimes the doors are locked, though. And there might be a variety of types of door, like one way doors maybe? And doors that lock when you enter the room, so you have to have a key to go back, or defeat a challenge.
Alright I'll leave the doors as Actors for now. In theory, anyways, since I haven't actually MADE doors yet...
The other thing rooms need is a varety of point types to show where the Dungeon could place things if it wanted to. I guess they'd be SpawnPoints.
6:46am - I've put in some Position2Ds to serve as spawn points, but I'm again wondering about the doors and alternative room sizes. It's stressing me out enough I might stop for a bit, take a break and come back.
7:56am - I played PSO2:NGS for about an hour, and now I'm thinking about having a shower. I'm planning to go get a haircut and do some errands at 9am so I want to do the shower beforehand. That gives me an hour, and it usually takes me 20-30 minutes to have a shower.
Ahh well I'll do it now, get it out of the way and dry off while I wait for go time.
10:42am - I went out and got my hair cut, and got a few things from the grocery store, and I'm back. I just spent a little time looking up info on Video Game Reviewing and it's pretty intimidating. For a lot of people, that's their whole job, and I'm looking at it as a sideline. My main thing is my programming work.
11:57am - Well I've been messing around on Discord and Twitter for around an hour it looks like. I've gotten tired at last so I'm going to lay down, but my roomie is probably going to get me up in an hour or two to play Heroclix on his twitch stream, so we'll see how that goes.
For now I'm going to switch computers and load this on my chromebook to continue.
12:06pm - Now on the chromebook. I'm probably just going to roll over and sleep at any moment but until then I wanted to think some more about my Zeldalike project.
I'm thinking for example that I should change the Position2d nodes I'm using for spawn points into their own thing, with scripting, and signal hooks.
I'm thinking the Dungeon generation is going to go something like this. First the Dungeon Generator picks what style of dungeon it's going to make. I'm planning at least two styles, linear and grand hall. The first is basically a line, maybe curvy, that has side passages that loop back to the main line at the end. The grand hall style will have a big main room the size of, probably six normal rooms, and it'll have multiple doors leading off of it to side routes that have loot or keys at the end, until you find the big key and open the boss door in the grand hall or maybe a little past it.
After the dungeon style is picked, an internal grid is formed to represent the dungeon, and areas are blocked out procgen style with the rooms based on various forms of logic and patterns. The rooms are only instantiated when the player is one room away from it, though, So as to keep resources freed up.... maybe. I'll experiment with it. I don't want monsters respawning every time the player goes two rooms away.
When it comes time to generate one of the rooms, it places monsters in the spawn points based on how difficult of a challenge that particular room should be, and the challenge of the dungeon as a whole. It also places the treasures and such.
The doors on the edges of the rooms are connected to eachother and that's basically it. Now that I've spelled it out it sounds a lot easier than I was thinking.
12:27pm - I'll have to try and put it together later along with the special Position2d spawners. For now I'm very tired and gonna sleep some.