Chimeray Posted February 8, 2011 Report Posted February 8, 2011 I like where this project is going, the height differences made it way more interesting! But... I reached the end of the world, I leaped off... and I was gone: This didn't happen in the previous release, but perhaps I got lucky? Dunno, perhaps you learn something from the screeny? In that whole length the level is "cut". Quote
⌐■_■ Posted February 8, 2011 Report Posted February 8, 2011 not sure where it happened, but i fell through the floor somewhere: Quote
Pericolos0 Posted February 8, 2011 Report Posted February 8, 2011 thanks guys . Yeah I know why both are happening, the end of the world one happens sometimes when the generator reaches the boundary of the grid it's generating on. It will still make a correct level, but just not put a wall there. I need to fix that , maybe it would be cool if I made it place big windows there so you can stare into the void The falling through the floor one, I guess I forgot to turn on collision on certain world tiles :S EDIT: broken tiles should be fixed! Updated it with a new version Quote
Synthesizer Posted February 8, 2011 Report Posted February 8, 2011 Awesome as usual I can't wait to see some gameplay in there, no more replaying the same level after you die Quote
Zeta Posted February 8, 2011 Report Posted February 8, 2011 Still love this concept and execution. Found a double ramp Quote
FrieChamp Posted February 8, 2011 Report Posted February 8, 2011 Still love this concept and execution. Found a double ramp Turn it into a skating game! Quote
Campaignjunkie Posted February 8, 2011 Report Posted February 8, 2011 Peris: any details you can share on your level generation algorithms? I'm liking Recursive Division right now (http://weblog.jamisbuck.org/2011/1/12/m ... -algorithm) because the layouts seem kind of realistic, with occasional long hallways / rooms / courtyards. I'm going to try to implement it in Unity, I think. Quote
Algor Posted February 8, 2011 Report Posted February 8, 2011 Very cool, Peri. What is the extent of your room generating? Is it fully procedural, or by component, or by room? Quote
mjens Posted February 8, 2011 Report Posted February 8, 2011 Awesome Peris. Can you add an option to generate cover objects? That will be all I need Quote
Sentura Posted February 8, 2011 Report Posted February 8, 2011 Peris: any details you can share on your level generation algorithms? I'm liking Recursive Division right now (http://weblog.jamisbuck.org/2011/1/12/m ... -algorithm) because the layouts seem kind of realistic, with occasional long hallways / rooms / courtyards. I'm going to try to implement it in Unity, I think. that's an excellent resource! i haven't really looked into procedural level generation (the most procedural stuff i've done has been one dimensional, for a simple game i made), but this really gives me motivation to try it out. Quote
AlexM Posted February 9, 2011 Report Posted February 9, 2011 wow awesome job peris and I really appreciate the game not stealing mouse focus unless I explicitly tell it to Quote
aaron_da_killa Posted February 9, 2011 Report Posted February 9, 2011 Whoa that's cool. Is this going to me a mindcraft clone? Quote
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