02-22-2016, 10:26 AM
(This post was last modified: 02-22-2016, 11:03 AM by DragonDePlatino.)
After a few months of procrastination I've resumed development of Dragorogue. I was a bit intimidated to start since I needed a new language (C++), library (SDL 2.0) and art style (something more serious to suit the tone) but things are moving smoothly now. I've drawn two rough animations and added them to the game, but I'm not satisfied with the third. I can't come up with a good jumping pose.
Like Castlevania, the main character will have pronounced windups and a committed jump arc. Something I like to call a "strategic platformer". In related news, I also wrote an algorithm to generate Vagante-esque floor maps. It's the first thing I've ever procedurally generated so I'm really proud of it:
Like Castlevania, the main character will have pronounced windups and a committed jump arc. Something I like to call a "strategic platformer". In related news, I also wrote an algorithm to generate Vagante-esque floor maps. It's the first thing I've ever procedurally generated so I'm really proud of it:
Code:
4x4, 12 rooms
┌ ─ ┐ ∙
v ┌ S ┐
∙ │ ┌ ┘
∙ v E ∙
=============
5x5, 20 rooms
∙ ∙ ∙ ∙ ^ ∙ ∙
∙ ∙ ∙ ∙ │ E ∙
∙ ∙ ∙ ┌ ┘ │ ∙
∙ < ┬ S ┐ │ ∙
∙ ∙ └ > ├ ┘ ∙
∙ ∙ ∙ ^ ├ > ∙
∙ ∙ ∙ └ ┘ ∙ ∙
=============
7x7, 28 rooms
┌ > ┌ > ∙ ∙ ∙
├ ┬ ┤ ∙ ∙ ∙ ∙
v │ S ─ ─ ┬ >
< ┘ ├ > ┌ ┴ ┐
∙ < ┘ E ┘ ∙ │
∙ ∙ ∙ ∙ ∙ < ┘
∙ ∙ ∙ ∙ ∙ ∙ ∙
=============