One of the main problems with ICOM is that the player can only see a one square distance around him, and I'm sure that makes playing the game annoying for everyone. While I'm sad to say ICOM is discontinued, my forthcoming project takes what I've learned from it and makes the game that much more enjoyable.
I've been working on putting together a roguelike in one day, but I found that to do one properly, you need to do a whole lot of work. To save myself the time, I've been playing around with different engines that do different things, like generate dungeons. The engine I just came up with calculates the player's field of view. Places you haven't seen before are black, places you've visited but can no longer see are dark and dim, and places you can see are bright. Walls and blocks even cast shadows.( Screenshot 1 )( Screenshot 2 )I'm going to release this as an example, and probably use a modified version in my upcoming project. Right now I just want to make sure there are no bugs. So, give it a download and tell me what you think.2.8.08 2:40am1DRL challenge has begun. I'll post what I have after 24 hours.Roguelike Field of Vision + 1DRL
Posted by beam on Feb. 8, 2008, 2:35 a.m.
That. Is. Just. Fucking. Amazing! :O No bugs found at the moment.
Actually very cool.
Ubah cool.
Hmm…
This is all so familiar. As in, I've seen it before. But I won't burden your topic with that. Good work.If you haven't already, you could implement a second "lighting" LOS computation, such that you could, for instance, have dropped torches cast light; dark and bright rooms; etc.Nice example. You're a very neat coder, too.
It's a field of vision, not lighting.
Very cool.