Dungeon is a new MMORPG dungeon crawler I am working on while I am not working on 3D mdl. Dungeons name will be changed as soon as I get far enough to release the game in beta testing. In Dungeon for example you go into a map called Farside. The turfs such as the walls and also the A.I will be randomized so that you will have a unique gameplay every time. Now you will never be playing the same map over. Dungeon will be a game in black in white as you see in the picture here:
Why Black and White? Well I get tired of making games and always stopping them because they are all like the same so this time I went to go for a new kind of game graphics and game play. Look forward for a dungeon alpha testing release soon and the beta testing release in December sometime.
->Calus CoRPS<-
ID:265514
Nov 17 2005, 9:58 am
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In response to Hell Ramen
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Hell Ramen wrote:
Please change the floor. Phuleeaassseeee Hurts me eyes with unspeakable pain and makes me see red chimps and flying lemongreen people that has nothing to do with the party.. o.o |
In response to Hell Ramen
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agreed. change the floor.
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First thing is it is grass :( Second thing is what should I change it to?
Also what tpes of dungeons would you like to see? What type of monsters also? Just give me some ideas you would like to see. ->Calus CoRPS<- |
I think you do well with monochrome as a theme, since Lexy did it with RetroQuest and I did it with Scream of the Stickster, but I'd avoid using strictly black and white. Use the full range of grayscale, or even just use a few gray tones. Then you can tone down the grass so that it actually looks grassy and doesn't make it impossible to see.
Strictly black and white, absolute contrast, will be a bit too much for most players to handle. Lummox JR |
In response to Lummox JR
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Ok, I see what you mean. The grass does not look realistic and it does hurt my eyes. I will tone down the grass and I will post what it looks like soon. Thank you for the input.
->Calus CoRPS<- |
In response to Calus CoRPS
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Ok, what should I do. Make the Dungeons go random every time or just the same dungeon?
->Calus CoRPS<- |
In response to Calus CoRPS
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If you are capable, do the randomization.
I'll give you a hint: Usually, dungeon randomizers break the map up into grids and randomize several rooms, and then connect the corridors after the rooms are generated. |
In response to Ter13
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Ok, I will keep on using randomization. The only problem with that so far is that it takes a long time to login to the game and it may take a while to go to the certain map while it is getting randomized.
Also vote on my hub http://games.byond.com/hub/CalusCoRPS/Dungeon for what dungeons. ->Calus CoRPS<- |
In response to Calus CoRPS
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Calus CoRPS wrote:
Ok, I will keep on using randomization. The only problem with that so far is that it takes a long time to login to the game and it may take a while to go to the certain map while it is getting randomized. Dungeon generators are a tricky subject, probably a good one for another thread. There's a lot you can do with them, but above all you must be sure they're optimized so they can work quickly. There's a lot of info at http://www.roguelikedevelopment.org/, especially here. Out of curiosity, what sort of dungeon does your program generate now? Lummox JR |
In response to Calus CoRPS
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Active loading is the way to go. My suggestion is to simply make a procedure run in the background, and put up a loading screen for anybody who tries to enter an unloaded dungeon. This will alleviate a lot of problems, and may irritate players, but it saves them from massive lag, and saves them from seeing dungeons materializing all about them.
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http://games.byond.com/forums/CalusCoRPS/Dungeon/ index.cgi?action=message_read&id=1&forum=1
Please read this post, it has some information on what to expect with the Dungeon series. ->Calus CoRPS<- |
Please.