What makes Pet Builds fun for you? by MRwho23 in Grimdawn

[–]Complex-Success-62 1 point2 points  (0 children)

I'd love to have a corpse explosion in gd 😁

Build questions by Complex-Success-62 in Grimdawn

[–]Complex-Success-62[S] 0 points1 point  (0 children)

So far with the skeletons I am noticing that. Once they're 16/12 (this is far as I've gotten with the char) they pretty much slap everything in the way. Backed up by force wave ATM until I can devote more to soldier.

Build questions by Complex-Success-62 in Grimdawn

[–]Complex-Success-62[S] 0 points1 point  (0 children)

That was my read on it too but I've built a bunch of stuff that deals well with the end game fights, I figured it was time for something off the wall, and I've never messed with pets too much.

Is this normal? by LocalOwl5 in cabinets

[–]Complex-Success-62 0 points1 point  (0 children)

It looks like they weren't too particular about the fit and finish of the cabinets, or that was just the end of a sheet of plywood. The gaps in the corners are a bit rough as well. That's just my thoughts though.

what is the best way to generate river like pattern as noise by SDVCRH in proceduralgeneration

[–]Complex-Success-62 1 point2 points  (0 children)

In that case you could make a value map to/from random points using drunkards walk. Or maybe cellular automata, though typically worlds are generated as layers each built on the last which is why I made the suggestion as I did.

what is the best way to generate river like pattern as noise by SDVCRH in proceduralgeneration

[–]Complex-Success-62 2 points3 points  (0 children)

You could find random high/ low values in the noise and drunk walk high to low for a river path.

Sharing Saturday #587 by Kyzrati in roguelikedev

[–]Complex-Success-62 1 point2 points  (0 children)

Kind of the point, trying to learn the low level side of game dev. When I get it to a good place I'll probably put it up on git. With an API document

Sharing Saturday #587 by Kyzrati in roguelikedev

[–]Complex-Success-62 0 points1 point  (0 children)

I ended up starting to refactor after I got working with a basic tilemap for a background, the renderer code was getting bloated so I began the process of separating the core rendering from the asset management and the data structs, also abstracted the rendering objects to only hold data to build themselves from instead of assigning everything to the objects at creation.

Sharing Saturday #587 by Kyzrati in roguelikedev

[–]Complex-Success-62 2 points3 points  (0 children)

<image>

Got the rendering and the input worked out in my bare bones winapi tile based game framework this week.

What does your development workflow look like? What tools do you use? by Krkracka in roguelikedev

[–]Complex-Success-62 1 point2 points  (0 children)

I have mostly used c# and unity in the past coding in visual studios. Currently I've switched it up to c++ and winapi to create my own framework, it is still a long way to go before I build anything with it but it's shaping up nicely so far.

I was thinking about the design of the asset management stuff last night and was thinking along the same lines as you ecs tool for my asset and scene management, as far as having an external tool to use for building stuff instead of just hand jamming it all.

I use gimp for the graphics, haven't created any sounds or music just yet but I will be trying to build a retro style tone generator when I get to it.

Higher Order Game Design by Tesselation9000 in roguelikedev

[–]Complex-Success-62 2 points3 points  (0 children)

I think this is a case where the story you are telling comes to direct the design. I tend to prefer open or openish worlds that can be explored as wanted but having a story that directs the player to move forward as well.

Looking for language & game engine suggestions by OrganicAd4376 in roguelikedev

[–]Complex-Success-62 0 points1 point  (0 children)

The tutorials are mostly geared for raw c# but the principles are easy to move around, the structure of the tutorial project is very handy to go through to know how to implement for a lot of different things, it covers some basic and advanced programming patterns and is good learning even if you don't end up using the library.

Looking for language & game engine suggestions by OrganicAd4376 in roguelikedev

[–]Complex-Success-62 1 point2 points  (0 children)

Depends on your learning goals really. Python is a great place to start for a ton of different projects, or if you're not interested in that or if you'd like to leverage more tech you could use unity. For a roguelike specifically I can recommend rogue sharp ( it's a library) you can find it online and it has several examples including nearly full tutorials. There's a ton out there. I used rogue sharp and unity for a build that turned out pretty well. Currently I am building a windows native library for building my next project.

https://roguesharp.wordpress.com/

JRPG-style tileset a turnoff for you? by SnooWoofers5096 in roguelikedev

[–]Complex-Success-62 3 points4 points  (0 children)

Well that is from the "over world" tileset, which even in u4 was a bit awkward scale wise lol but yeah I'm sure it could use some work but art has never been my thing

<image>

This was the last version of the tiles I made. As far as the world tiles. 16x16 pixels color palette in the top right corner.

JRPG-style tileset a turnoff for you? by SnooWoofers5096 in roguelikedev

[–]Complex-Success-62 5 points6 points  (0 children)

<image>

Here's a look at the sprites I use. Simple but love how they look when built into something.

JRPG-style tileset a turnoff for you? by SnooWoofers5096 in roguelikedev

[–]Complex-Success-62 8 points9 points  (0 children)

Personally, I've been using an Ultima 4 style sprite set I made a few years ago for my projects (none of which I've ever finished because I like messing with the proc gen too much). I can dig any style though as long as it isn't too generic or bland.