In my last report, I had mostly finished my work of creating the level loader code for The Dungeon Under My House, my non-violent, first-person role-playing game and my second Freshly Squeezed Entertainment project.
This past week I finished the work and did more.
Planned and complete:
- Create level editor
Unplanned and complete:
- Defect: Ladder renders in front of camera when facing away from it.
Unlanned and incomplete:
- Show script when entering open area in dungeon beyond first door
I had some small coding difficulty related to lighting color data that I was able to fix quite quickly, then I was able to swap out my hardcoded dungeon creation with my new dungeon loader code.
I had to address a few other issues related to persistence, though. Most of the dungeon is static, but there are some pieces of it that I can persist, namely the state of the doors. So I have to load the dungeon, which creates the door data as well, then if I am loading a game rather than starting a new one, I need to overwrite the dungeon door data.
This was a little trickier than it should have been, mainly due to the fact that my main game data object, which has all of the variable state of the game, is probably doing way more than merely holding state.
Anyway, once I was satisfied that I could load the dungeon without problem, I could move on.
Except I discovered that I must have introduced a problem. I found that if I was on the other side of the door that the lighting doesn’t show the wall arch properly because it belongs to the cell on the other side, so I solved it by creating a second one in the adjacent cell so that they appear lit from either side correctly.
As part of the solution, I had to offset the wall arch differently.
But apparently that offset got applied to the ladder as well, so when you face away from it, you see it in front of the camera. Whoops.
Luckily, by just changing the offset the ladder I could get it to appear where it should again.
Now what? Well, I knew the next part of the game I wanted to work on was related to what was beyond the door.
So I used Tiled to quickly create a large room with columns, added some red lights at a low intensity, and then within moments I was delighted that it was available to walk around in-game!
My plan was to make this large room a hub, with other areas of the dungeon splitting off from it. I want the party to enter the room and say something about it being so huge and expansive, though.
I ended the week by creating a new trigger criteria for entering a part of the dungeon that is tagged, then I started the work of adding a new layer to map so that a dungeon grid cell could have a tag associated with it.
The next step will be to create a new part of the dungeon loader to load that tag data in.
Thanks for reading!
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One reply on “Freshly Squeezed Progress Report: Creating the Dungeon Is So Easy Now”
[…] time, I reported that it was a lot easier to create the level layout for The Dungeon Under My House, my non-violent, […]