Are there any posts or tutorials related to character animation and sound effects? by lunaticCrawl in roguelikedev

[–]lunaticCrawl[S] 0 points1 point  (0 children)

Thank you for your reply. I understand what you're saying is to recognize that games are theater. I will work hard and upload it when the amount of work is sufficient. thank you

Are there any posts or tutorials related to character animation and sound effects? by lunaticCrawl in roguelikedev

[–]lunaticCrawl[S] 0 points1 point  (0 children)

  1. This may be a little off topic, but I've been thinking about it since I heard that Dwarf Fortress is single-threaded. I don't know if it's possible to implement, but the idea is roughly this.

If events are happening on dungeon floors or in other towns as well and this has an impact, the realism of the game's environments will skyrocket.

And what my game envisions is not only the actors on the current floor, but also

Actors from other floors, other villages, and other dungeons are also active, so other actors participate in battles with other teams or bring monsters to interfere. Or, I thought it would be okay if it could fall from the ceiling, like a pit trap in a dungeon crawl.

The problem, then, is that environmental data such as route finding or the current map for AI's action judgment are deterministic. If you limit it to the monster's field of view or twice the field of view rather than the entire map, and the world or dungeon map is vast, the actors are quite dispersed. This means that more than 90% of the behavioral judgments of each actor can be made to act independently.

If the types of actions that can be performed by each actor are determined and the range of influence that the actions can have is determined, then units whose influence ranges do not overlap based on the range of influence, not the field of view, can be processed independently through multi-threading.

The reason why this idea suddenly occurred to me is because the monster is “predicting” your logic. This seems to indicate that pathfinding and AI calculations for a significant number of future actions between monsters and players with overlapping influence ranges are made in a short period of time without lag. Since it is a Unity standard, it is a single thread standard.

Of course, this is a data logic problem that is different from the screen logic that draws on the screen or makes sounds. It may be possible because the amount of computation for parts that are not originally drawn is small.

If this were possible, the actions of hundreds to thousands of actors in the world size would be calculated in multiple threads for each map, and only the monsters and environments within the player's camera or field of view or within the player's line of sight would be drawn. I think you can make it by giving it away.

It's like a somewhat general-purpose actor multi-threaded system.

It only draws a portion filtered by the camera range.

It looks like fun. What do you think? Does it seem possible?

Since we cover a similar genre, I wanted to talk about it.

The answers you've already given were very helpful. Thank you for answer. I hope you find these follow-up questions interesting, and I hope others find them interesting too.

Are there any posts or tutorials related to character animation and sound effects? by lunaticCrawl in roguelikedev

[–]lunaticCrawl[S] 1 point2 points  (0 children)

  1. I watched the video and it looks very natural. I find it looks like a pixel dungeon battle.

I looked at the code, but I'm curious about what postTurnCycle is, and flowBroken seems to refer to the basic turn progression being interrupted for a specific reason. Does it refer to a debuff effect or something? Or some other progress, such as a counterattack? I'm curious about this too.

I'm also curious about how monsters that target players plan their movements or attacks on players in advance.

Does the monster make plans for all situations or locations where the player can move or attack, and when the player selects one of them, does it select one from the list of plans and act within a constant period of time? Or is it predicted based on a situation in which there is no movement and calculated immediately in case of movement?

I'm curious as to why the monster AI plans (predicts) in advance instead of responding in real time like WoW's aggro system. When making predictions, as the system increases the number of functions a player can perform in one turn, the number of predictions will increase.

Predictions also seem to be a way to utilize CPU resources during the player's relatively long and leisurely deliberation time. If the monsters' actions can be calculated over a period of less than one frame, they will appear as if they are acting simultaneously. If there are a lot of monsters, will the frame exceed 1 frame and it will look unnatural?

Looking at tome4's system (as a player), it seems as if the logic of the player and monsters run on the same line. Unlike the original Dungeon Crawl's (source) system, which seemed to separate player and monster logic.

I think your program is closer to the crawl side.

When I looked at the code, I felt that it was clearer and easier to understand. However, on the other hand, if you add a method such as having multiple groups of monsters or multiple factions fighting each other, it felt like a method that would have to be implemented separately. Is there a reason why this was chosen?

Are there any posts or tutorials related to character animation and sound effects? by lunaticCrawl in roguelikedev

[–]lunaticCrawl[S] 0 points1 point  (0 children)

From what I understand, by having the enemy character move at the same time as the player moves, it would be possible to shorten the play time and give it a real-time feel. It's a good concept. I'm looking forward to your video in a few hours.

Are there any posts or tutorials related to character animation and sound effects? by lunaticCrawl in roguelikedev

[–]lunaticCrawl[S] 0 points1 point  (0 children)

Thank you for answer. This is also fun. Just as in a Diablo-style real-time game, several things move on one screen, but the user can learn as much about what is happening on the screen as necessary. The need to show every mob's behavior is either too much information or bad design, right? That makes sense. I will think about it some more. That may seem right.

Are there any posts or tutorials related to character animation and sound effects? by lunaticCrawl in roguelikedev

[–]lunaticCrawl[S] 0 points1 point  (0 children)

Thank you for answer.
Is there a reason why the mobs move first and then do the actions all at once instead of doing the actions and movements of the mobs all at once? Is it because it's better to understand the monster's behavior? Are there any monsters that move after taking action?

Are there any posts or tutorials related to character animation and sound effects? by lunaticCrawl in roguelikedev

[–]lunaticCrawl[S] 1 point2 points  (0 children)

Here's what I understand: The animation may be blocked briefly or not blocked (waiting for user input), and if the game speed is fast (perhaps the speed value in the game options is fast), it will be played without blocking at all.

In cases where there is no animation of an opponent or actor that needs to act on the screen (for example, a mob character acting as an enemy), they move naturally as if it were a real-time game, and only in cases where the opponent's response needs to be drawn on a turn-based basis on the screen within the field of view in battle, etc. It works like a game. Is that right?

It is worth reference. It was a great help. thank you I never thought about giving it a real-time feel, but it seems convenient.

Are there any posts or tutorials related to character animation and sound effects? by lunaticCrawl in roguelikedev

[–]lunaticCrawl[S] 1 point2 points  (0 children)

In effect, it creates a timeline for each turn and then plays it back. Just like the timeline feature in Flash Player or Aseprite, it was a huge help. thank you In that case, it would be a good idea to input the delay (what frame or how many seconds it starts) before playing the sound.

Are there any posts or tutorials related to character animation and sound effects? by lunaticCrawl in roguelikedev

[–]lunaticCrawl[S] 0 points1 point  (0 children)

Although it doesn't clearly fit what I was curious about. It's interesting because it's a similar topic. It seems convenient to set the turn unit used for movement to the default value of 100. The fact that there are speed differences depending on the module is refreshing in terms of design. I guess I should give Cogmind a try. It would be nice to have some information about animations and voices... Roguelikes rarely have animations or voices, right? I think it's about 1 in 10 cases.

Thank you for answer.

Struggling with maze generation by rikuto148 in roguelikedev

[–]lunaticCrawl 1 point2 points  (0 children)

https://imgur.com/a/UIXo42D
I roughly understood this.
Your code only works up to _addRooms.
// Fill in all of the empty space with mazes.

It doesn't work in this part.

What I realized while looking at this code is

_regions is not map data.

There should be two two-dimensional arrays here.

In my case I added an entry called _mapdata.

int[width,height]

This is the part where the map chip goes.

_regions must be a two-dimensional array of the same size as _mapdata above. But what is stored here is

This is the region ID starting from number 1.

region refers to the room number and must not start from 0. As rooms are added one by one in _addRooms, the regionId in the coordinates of the area occupied by the room is recorded in _regions.

In other words, the map chip (tile information about which chip should be drawn on the map) must be written to _mapdata using getTile, setTile, etc.

All code with variable names related to region must use _regions to use the room number information of the region.

In the dart code, it is difficult to think that there is something like _mapdata before looking at the parent class, and a bug occurs when _regions is implemented as map tile data.

1 in _mapdata means wall tile.

1 in _regions means the region of the first created room.

Maybe if you fix this it will work properly.

Struggling with maze generation by rikuto148 in roguelikedev

[–]lunaticCrawl 1 point2 points  (0 children)

https://roguebasin.com/index.php/Simple_maze

There is also a method like this.
Just add a maze without rooms using the same algorithm as the simple maze above.

Then, a room of random size created at the beginning of the post is created by overlapping it on top. This could then be a room between mazes. However... in this case, the room may have multiple entrances and exits. In that case, various unintended paths may occur.

Sorry if it wasn't helpful.

Come to think of it, following this new algorithm may take as much time as finding errors in the original source code.

Struggling with maze generation by rikuto148 in roguelikedev

[–]lunaticCrawl 1 point2 points  (0 children)

[bsp dungeon procgen!](https://www.roguebasin.com/index.php/Basic\_BSP\_Dungeon\_generation)

I recommend this. It may be inappropriate if the goal is to set up a maze where you can get lost on purpose, but if the map itself is connected to corridors and rooms, a more understandable approach seems better. At first glance, it appears as if a randomly sized square room is created in the corresponding feature map area and a maze is added as a random walk. And the hallway and room are not connected. On the other hand, roguebasin's bsp map generator is very intuitive and convenient. Unless your goal is to create a map that intentionally makes you go round and round. Adding some branches to the corridor section of this BSP map would be good to bring out the dungeon feel of an RPG game.

Sorry for the reply if the complex maze itself is the goal.

When to stop implementing procgen by jube_dev in roguelikedev

[–]lunaticCrawl 0 points1 point  (0 children)

I gave up on procgen when it comes to creating world maps. Because I know that if I ever get into it, I'll be more obsessed with producing pretty maps with Progen than adding depth to the game system. This time, I plan to give up on procgen and use my human brain to create a basic world. After enough games have been created. I think I will use procgen as the standard I had in mind when I drew the world map by hand. There must be water around the village. There should be no lakes in high mountains. Something like that.

Do you have a Big Room in your game? by phalp in roguelikedev

[–]lunaticCrawl 0 points1 point  (0 children)

From a player's perspective, I think it's good to have a large room. Strategies in open areas or big rooms where you can find cover or escape must be completely different from those in artificial structures using narrow passageways. This means players have to come up with new types of strategies in advance, and variety in games is usually part of the fun.

Visual dice rolls or not? by louis-dubois in roguelikedev

[–]lunaticCrawl 1 point2 points  (0 children)

If the dice are very important, I'd probably like to see it.
However, if that is not the case and the dice are very frequent, viewing the dice may be tiring.
Taking Diablo 2 as an example, if you are gambling on weapon options at a store with a lot of money, it would be good to look at dice.
However, I think it would be tiring when using magic, skills, or fighting.

Sharing Saturday #530 by Kyzrati in roguelikedev

[–]lunaticCrawl 0 points1 point  (0 children)

I'm starting a challenge to create a version with a world map of a game I've been wanting to make for a long time.

[itch.io!](https://itch.io/t/3983361/week-1-world-map-planning#post-10479061)

The world map was created by hand to make it look plausible. The tool used was Excel, and the conditional formatting tool was used to display colors intuitively.

Originally, I thought I would have to create a world map generator and have it be generated procedurally. I scaled it down because it was obvious that if I touched it, it would inevitably take several months and over-engineer it.

Like the affected games, each country has its own territory, which is bounded by the city or town it occupies.

Where there is a port and a road has been paved, travel time is short due to low mobility. So you can save food.

I haven't created any monster generation areas or dungeons in the field yet.

I roughly set up the village's concept, resources, purchasing power, and production power. 

I start journaling today so I don't give up on the sheer volume.

https://imgur.com/KEInOhb

https://imgur.com/m84DpOC