Monday 16 September 2013

Bug fixes "East, always to the East!" - Marius (Diablo2)

I removed a few major bugs today; they were mostly typos (two bugs related to the direction "east"; odd considering I'm just adding numbers on the X axis but whatever) so I'm glad the logic in the programming is working nicely.

Screenshot bellow showcase the overall layout of two generated dungeons:

As I'm running around the dungeon(s) to help me out debug the code, I'm glad to report that I've gotten lost plenty of times (often needing to look at the overview in order for me to get my bearings).  It's interesting to note that so far it looks a lot like maps to Diablo III which isn't necessarily a bad thing but it's still not enough RANDOM for my liking.  I'm getting close, though.  A few tweaks in how the logic for the hallways work and I should be golden.

I still haven't tweaked my algorithm to change how rooms are generated.  It's not bad the way it is but I want more variety.  I got a few ideas on how to approach this so, further progress throughout the week should yield interesting results.

The really cool thing right now is that the bulk of the program is complete; now it's just a matter of tweaking to get more desired results.




Yep!  I'm pretty confident that I'll be able to focus a bit more on the 3D Art department by the end of the month.

1 comment:

  1. Looking pretty good buddy. Although the lighting doesn't seem to be random enough as some rooms don't even have lights in them. Also some rooms seem to have lights directly beside each other. You should look into that. BTW how are the green pills coming along?

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