Work Post
6:00pm - It's been a rough couple of days but I'm back.
The last thing I was doing was trying to make sense of the project at this stage.
I think my best bet is to walk through how I think it'll work, and see what problems come up.
So, when the game loads, it starts by building the dungeon. The Dungeon generator procgens up an internal dungeon layout on a grid, making sure everything fits properly and doesn't overlap. Then the rooms matching those properties are selected and instantiated.
The next step is to have the rooms link to one another. Probably the Dungeon will inform each Room what it's connected to, and the Rooms' Doors will be linked.
The player is spawned in next, and the game camera+interface should target them, or maybe be attached...
Once the player's in the starting room the room/s next to it will spawn their monsters/traps in an idle state. This is done by the Dungeon telling the Room that the Player is near, so the Dungeon needs to keep track of where the Player is.
I think the Dungeon will also tell the rooms what their treasure is, if any. It's up to the Dungeon to balance treasure through itself, rather than the rooms.
Okay let's see... a Room will always have a treasure SpawnPoint but unless something is put in it by the Dungeon, it doesn't go off when the room is "Defeated". Treasure rooms with a chest are special, they always get filled by the Dungeon, but they were placed during the Dungeon Generation intentionally.
There will also be monster SpawnPoints and trap Spawnpoints. The specific Monster or Trap will be decided by the Dungeon based on its theme, but the type of Monster or Trap will be decided by the Room. So, if it's a Swamp Dungeon it'll have a Swamp Knight or a Swamp Trap, if it's a Fire Dungeon it'll have a Fire Knight or a Fire Trap. That sort of thing.
Once the Dungeon is spawned and the nearby rooms populated, the game begins.
The player is carried from room to room by the Doors. When the player walks into them it'll play a little animation on both ends as the player exits one room and enters the next.
At this stage I'm not sure if I want the rooms to be right next to eachother and fadeout/fadein as the player switches between them, or if I want the camera restrained to one room then slide over to the next when the player uses a door. Probably the first one though, otherwise it would be hard to hide the neighbor to an L shaped room.
When the player finishes animating entering the room, everything comes to life. Traps trap, Monsters attack, special effects effect.
I'm thinking I'll keep things simple for the AI and not use pathfinding, they'll just use steering mechanics to approach the Player. It'll let them get caught on things but we want to reward that kind of strategy in the player. There'll be different movement types for enemies also so that'll heat things up.
When the player defeats an enemy it's recorded by the Spawnpoint, so it won't respawn when the player leaves and comes back. Any enemies not defeated will be respawned in an idle state when the player leaves the room, so it's the same as other rooms that were next to the player.
When a spawnpoint registers its monster is dead, it reports to the Room, and when all the monsters are dead it releases the treasure, if any, and unlocks the doors if it was a challenge room.
The player and enemies are able to respond to eachother with their own internal systems of collisions. So that should work easily enough.
6:47pm - Yeah I think that's everything for now. I'll add Bosses and Coloured Keys later on after I've got the basics down.
For now I'm feeling stressed so I'm going to take a break. It's only been 48 minutes but it feels like a lot more.
11:32pm - I ended up getting tied up for a few hours and not getting back to this. I dunno if I will tonight. But, I made good progress for the 47 minutes I worked.
The last thing I was doing was trying to make sense of the project at this stage.
I think my best bet is to walk through how I think it'll work, and see what problems come up.
So, when the game loads, it starts by building the dungeon. The Dungeon generator procgens up an internal dungeon layout on a grid, making sure everything fits properly and doesn't overlap. Then the rooms matching those properties are selected and instantiated.
The next step is to have the rooms link to one another. Probably the Dungeon will inform each Room what it's connected to, and the Rooms' Doors will be linked.
The player is spawned in next, and the game camera+interface should target them, or maybe be attached...
Once the player's in the starting room the room/s next to it will spawn their monsters/traps in an idle state. This is done by the Dungeon telling the Room that the Player is near, so the Dungeon needs to keep track of where the Player is.
I think the Dungeon will also tell the rooms what their treasure is, if any. It's up to the Dungeon to balance treasure through itself, rather than the rooms.
Okay let's see... a Room will always have a treasure SpawnPoint but unless something is put in it by the Dungeon, it doesn't go off when the room is "Defeated". Treasure rooms with a chest are special, they always get filled by the Dungeon, but they were placed during the Dungeon Generation intentionally.
There will also be monster SpawnPoints and trap Spawnpoints. The specific Monster or Trap will be decided by the Dungeon based on its theme, but the type of Monster or Trap will be decided by the Room. So, if it's a Swamp Dungeon it'll have a Swamp Knight or a Swamp Trap, if it's a Fire Dungeon it'll have a Fire Knight or a Fire Trap. That sort of thing.
Once the Dungeon is spawned and the nearby rooms populated, the game begins.
The player is carried from room to room by the Doors. When the player walks into them it'll play a little animation on both ends as the player exits one room and enters the next.
At this stage I'm not sure if I want the rooms to be right next to eachother and fadeout/fadein as the player switches between them, or if I want the camera restrained to one room then slide over to the next when the player uses a door. Probably the first one though, otherwise it would be hard to hide the neighbor to an L shaped room.
When the player finishes animating entering the room, everything comes to life. Traps trap, Monsters attack, special effects effect.
I'm thinking I'll keep things simple for the AI and not use pathfinding, they'll just use steering mechanics to approach the Player. It'll let them get caught on things but we want to reward that kind of strategy in the player. There'll be different movement types for enemies also so that'll heat things up.
When the player defeats an enemy it's recorded by the Spawnpoint, so it won't respawn when the player leaves and comes back. Any enemies not defeated will be respawned in an idle state when the player leaves the room, so it's the same as other rooms that were next to the player.
When a spawnpoint registers its monster is dead, it reports to the Room, and when all the monsters are dead it releases the treasure, if any, and unlocks the doors if it was a challenge room.
The player and enemies are able to respond to eachother with their own internal systems of collisions. So that should work easily enough.
6:47pm - Yeah I think that's everything for now. I'll add Bosses and Coloured Keys later on after I've got the basics down.
For now I'm feeling stressed so I'm going to take a break. It's only been 48 minutes but it feels like a lot more.
11:32pm - I ended up getting tied up for a few hours and not getting back to this. I dunno if I will tonight. But, I made good progress for the 47 minutes I worked.