I finally decided to put my maze/dungeon generator to use. I had originally put it into a game called the Pastel Dungeon, which looked like this:
I worked with that for a while, but decided it wasn't what I wanted. So after playing a lot of Frozen Depths, I stripped the unnecessary parts, and released it as an example. It's in the queue right now, but you can download it here. Then I totally overhauled the graphics. It looks like this:So now the game is tentatively renamed Dungeon Crawler (there is another roguelike game called Dungeon Crawl) until I can come up with a name.The game is like most roguelikes, in a way that it is completely random. All of the levels, items, enemies, everything. You'll never play the same game twice.To keep up with how the game is coming, look at screenshots, and download demos and editables, you should check out my project page.
Looks good! Believe it or not, I have also began working on a roguelike game with maze generation, but I also stopped working on it :P
And, well, I join the ranks of people who'd like to see some cute nice pixelated sprites rather than pseudo-ASCII. The "K" looks bad :(I'd rather have the pseudo-ASCII than make a roguelike with sprites. I'll never join the traitor ranks of Nethack, Angband, and the like.
You realist I'll replace the sprites with Angband graphics, right?
Traitor >:(
Huh, looks cool. I approve of the graphic change.
I don't. Sure, draw text character instead of sprites. But FFS, don't draw text characters with sprites.
Ya,keep it low by drawing the stuff with text
You could even do it hardcore and have the levels stored as stringsOr atleast make the graphics external so players can change them if they prefer.
ghg, i did it both ways. if you downloaded the old maze code from my last blog before i updated it, you'd see that also drew everything as text, and dumped it to a file called fuck.txt, as well as a bunch of other debug info. but i like the way i'm doing it because i can actually control the way the font looks.
that's also the way i did it in my c++ roguelike (storing the levels as string), because it is a lot quicker. but for gm, it's slower. you have to make a specialized renderer and really overload the draw event, and make a lot of string function calls. i've reworked this idea tons of times. i guess i'm also trying to weasel out of doing it the hard way.at any rate, leaving everything is objects just makes everything easier in the gamemaker context, and lets everything fit together seamlessly. the external sprite idea is good though. it would be neat to see the custom tilesets people make.Yeah. I did wonder about fuck.txt before I realised you'd been leaving obscene text files on my desktop.