Refining the extent era system a bit to permit for extra variation. Right now, I take advantage of Poisson Disc Sampling to generate a tree of factors from the extent’s beginning location. The variety of preliminary branches is decided by what number of tower-defense “lanes” the extent requires…at first ranges, there’s only one lane, however on the ultimate stage there are 3 lanes. Obviously extra lanes means tougher to defend.
Once the lanes are accomplished, I add a bunch of noise across the lanes (of assorted configurations and dimensions) after which clean it out utilizing a mobile automaton rule. This is a reasonably commonplace algorithm in roguelike video games which have cave era. Here’s a tutorial instance from RogueBasin: http://roguebasin.com/?title=Cellular_Automata_Method_for_Generating_Random_Cave-Like_Levels
After that, there are techniques for including forests, mountains, rivers, inserting creatures, and producing monster territories. You can see a few of these present up on the GIF.
A pair issues I wish to add as the sport develops:
Different shapes – circle and spiral ranges, and so forth.
Greater variation within the beginning location – sure necessities make it troublesome to start out wherever however the middle of the map
More era of distinctive options, like ponds, groves, and different medium sized terrain constructions
Right now I’m nonetheless engaged on Alpha 3, which features a new Event system, giving extra secondary targets to finish between waves. For instance, on ranges within the Crystalland eco, you would possibly get a Harmful Resonance occasion, which shuts down your entire crystal towers till you discover and destroy a Resonating Crystal someplace within the stage.
Very attention-grabbing undertaking! I simply submitted a playtest request and I’m wanting ahead to making an attempt it out!
Also kudos for offering builds for all platforms.
Thanks for letting me know – the following batch of playtesters will get entry as soon as Alpha 3 is launched, which must be this month, so I’ll you should definitely get you in very quickly!
On the topic of platforms, I’m glad that I used to be capable of get the sport working on Linux and Mac, however Apple’s demand for notarization, and the little particulars obligatory to construct on that platform outdoors of a full fledged XCode undertaking have been all fairly headache inducing. It was quicker for me to find out how create my very own app bundles than discover ways to import my total customized engine written in C to XCode. But possibly the issue is simply my inexperience with Mac growth.
This is an efficient software, limitless content material posibilities.
Thanks – it has been good to see the range that this technique can produce with the precise parameters. I’ve had a number of gamers touch upon the variability between ranges, with some being extra linear, and others extra open. I nonetheless assume there’s room for extra options to pop up, like I discussed in an earlier publish, but it surely’s an excellent begin.
« Last Edit: February 13, 2022, 10:56:15 AM by akoluthic »
Finishing up the occasions system, I moved on to the brand new Storm spirit, which (as with all spirits) might be utilized to any pleasant creature or progress. It has a knockback and stun impact when enemies draw close to, which was a number of enjoyable to implement (the totally upgraded model after 15 Storm spirit functions is particularly BOMBASTIC).
So far in my playtests, these are very helpful when positioned close to the Chrysalis, so if any monsters get shut, they get knocked again. As with different Spirits, there are three completely different attributes that get upgraded whenever you apply extra of them to a single entity. For Storm spirits, the upgrades are:
+ Knockback distance (begins at 1 tile, will increase by 1 every rank)
– Recharge time (begins at 20 seconds, decreases by 2 every rank)(
+ Stun period (begins at 1.0 seconds, will increase by 0.4 every rank)
With Events and Storm spirits performed, plus the brand new Rabbit and Sheep species, I’m now in bugfix mode. I’m additionally combing by means of the solutions given by playtesters, and implementing refinements based mostly on their suggestions. I hoped to have Alpha 3 performed by the top of the month, however I’m considering I’ll want an additional week or two to finalize every part. Hopefully it will likely be accessible in early March by way of Steam Playtest!
Well, it has been some time since I’ve up to date this. I used to be ending up some music for the upcoming recreation Necrobouncer and needed to pause growth for some time. But the sport is coming alongside properly, with nice suggestions from playtesters and plenty of adjustments arising for Alpha 4.
One of the latest additions is a brand new class of merchandise referred to as “Essences”. Essentially, they’re objects which have completely different results based mostly on the place/how you employ them. For instance, within the picture you may see the tooltip for Explosive Essence – for those who use this merchandise on an empty tile, it locations an explosive lure that triggers when an enemy walks on it. But for those who apply it to a pleasant creature or progress, it causes that unit to set off the identical explosion once they die.
Another kind of Essence are “species essences” – just like the Frog and Spider variations within the picture. When these are used on empty tiles, they summon a follower of that species. When used on creatures, they cross mutate the species of that creature with the one from the essence. So for those who use the Frog Essence on a rabbit, it transforms it right into a Rabbit Frog, so you may successfully create your individual species combos.
I’m excited to get individuals playtesting this newest model, and hope to have a full public demo prepared by the top of the 12 months!