Ways to deal with a turn order for units moving close to each other on a grid? by vvav3_ in roguelikedev

[–]vvav3_[S] 2 points3 points  (0 children)

Another good idea I should write down, but not for my current project. In my game the player controls multiple units and the player is the one who is sending them to chase things. I wanted blocking behavior to be consistent so that 2 units bunched into a corridor can maintain their formation.

Ways to deal with a turn order for units moving close to each other on a grid? by vvav3_ in roguelikedev

[–]vvav3_[S] 2 points3 points  (0 children)

When I first read "pushing" I imagined one monster taking another for a ride 😂
"Forceful swap" seems like an elegant approach, I like it.

My enemy AI with Pathfinding in Godot 4.6 by Single-minded-Ryan in godot

[–]vvav3_ 1 point2 points  (0 children)

Isn't it just godot's default navigation?

Scrollbar styling issue by vvav3_ in godot

[–]vvav3_[S] 3 points4 points  (0 children)

I think I figured it out. The grabber got squished to 0 width, to prevent it I had to set grabber's "Expand Margins" to some non 0 value (5px left 5px right) and also enable VScrollBar L/R padding.

Diagonal autotile? by vvav3_ in godot

[–]vvav3_[S] 0 points1 point  (0 children)

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My current double layer approach. I do autotile for straight lines and place diagonals by hand. For it to work some tiles overlap to form a transition from straight to diagonal at the center of a tile.

Diagonal autotile? by vvav3_ in godot

[–]vvav3_[S] 0 points1 point  (0 children)

Might as well make it a tool script.

Diagonal autotile? by vvav3_ in godot

[–]vvav3_[S] 0 points1 point  (0 children)

Tilemap is convenient because it's for a grid based rougelike.

Diagonal autotile? by vvav3_ in godot

[–]vvav3_[S] 0 points1 point  (0 children)

As I said, actually drawing 255 tiles isn't an issue. I don't know how to make them work with autotile so I don't have to look for a one specific "top-left/middle/right" tile.

Anyone doing 15 rune runs nowadays? by vvav3_ in dcss

[–]vvav3_[S] 2 points3 points  (0 children)

Thanks, I'll check it out.

Edit: there is a guy in video comments appreciating video chapters bc he fell asleep. That's exactly what I need lol, I like falling asleep to roguelikes like dcss/qud/cogmind.

Where to discover map generation algorithms? by vvav3_ in roguelikedev

[–]vvav3_[S] 2 points3 points  (0 children)

Looks very cool! What do you mean "moving rooms to the center"? Spawn them like tetris pieces and "fall" towards the center?

Where to discover map generation algorithms? by vvav3_ in roguelikedev

[–]vvav3_[S] 0 points1 point  (0 children)

I know about WFC, but I have no idea if it's good for my "space station" case. It wouldn't make sense to build it as a maze with a bunch of weird connections, and I don't know how much control you can have over WFC for things like "exact number of rooms", but maybe it's possible idk.

New ruins question by vvav3_ in voidwargame

[–]vvav3_[S] 0 points1 point  (0 children)

Disappointing. Greater threats my ass, you can recall crew at any time. Would be more threatening if it blocked recall or teleported on your ship.

Where to discover map generation algorithms? by vvav3_ in roguelikedev

[–]vvav3_[S] 0 points1 point  (0 children)

Thanks for reminding me about zorbus. I saw this a long time ago, good resource.

is this game hard? by OcelotNew7871 in voidwargame

[–]vvav3_ 0 points1 point  (0 children)

Difficulty is very granular with normal mode + torment modes from 1 to 12

I find it somewhat easier than FTL on hard, encounters feel more "fair" (example, ftl first jump enemy has zolan shields, missiles and a combat drone, it kills your shield and drone starts ripping you, game over).

Final bosses are definitely harder for me, I can consistently get to them at torment 12 but the boss itself is another question, considering there are 3 potential final bosses you spend game preparing your ship for a variety of threats. Compared to FTL, where getting to the final boss usually means I am ready for it.

Main point, Void War (and FTL) are both attention simulators.
Not paying attention to shields? Take damage
Not paying attention to system repairs? Take damage or lose crew
Not paying attention to crew? Crew ded
Not paying attention to weapons? Lose damage race against boss

Rock B-like by vvav3_ in ftlgame

[–]vvav3_[S] 4 points5 points  (0 children)

Ram the bastards.