Skip to main content

The pits!

I added the possibility of pits or water to the dungeon yesterday:



I also added some debugging tools to reveal the map on command. I noticed a room sometimes isn't connected. I think it has to do with adding rooms manually. I'll sort that out as soon as possible.

I also have been working on item generation.

Sample output from the equipment generator:
Perlmurite armor
Iron man-trap
Broken, cooked eggs
Brass handbow
Feathered clothes
Hollow, corroded, copper hatchet
Occult, rare, gyium-leather sandals
Rudde-leather cape
Oil stained, white-copper ring
Enchanted, brewed meat
Brewed medicine
Perfect, gyium-leather armor
Awesome, composite, brass handbow
Ivory mace
Magical, akkadi-iron greaves
Fur choker
Old, haldiris greaves
Extended, gyium-leather leggings
Magical, iron hatchet
Magical, perlmurite treasure
Light, bronze, narrow hammer
Animal-hide shield
Occult, gyium-leather belt
Blood stained, grubby, iron throwing-axe
Magical, gold coins
Ruined, spoiled, jellied eggs
Oil stained, lead anklet
Enchanted, haldiris helmet
Brass sword
Cooked elixir
Wool cloak
Splendid, sameun-wood staff
Brass ring of magic resistance
Ceremonial, bent, brass throwing-knife
Oil stained, broken, horse-hair rope
Magical, iron knife
Enchanted, ancient, raw elixir
Plain, oil stained, ruined, brewed elixir
Magical, jellied tonic
Papyrus spell-book
Magical, horse-hair snare-trap
Brewed eggs
Emerald statue
Cooked fruit
Hastily-made, wool boots
Enchanted, gyium-leather buckler
Iron breastplate
Ugly, awesome, bone spear
Magical, copper throwing-axe
Ruined, copper javelin
Ugly, awesome, akkadi-iron spear
Copper throwing-knife
Well-made, ruined, oil stained, broken, bronze chest-key
Perlmurite treasure
Silver tableware
Saltum-glass beads
Ivory dagger
Cloth robe
Bassa-iron helmet
White-copper necklace

Perlmurite, haldiris, akkadi-iron, bassa-iron, sameun-wood, gyium-leather and rudde-leather are the remnants of my earlier ambition to create fantasy materials.
I'm going to leave it up to the player's imagination what these are, rather than spell it out.

The statistics of these objects are based on real world values like density and hardness. So a copper sword compares somewhat realistically to an iron sword. The fantasy materials mostly take real world stats from high tech modern alloys and composites, so they are much lighter and harder than traditional materials.

I think this list is more interesting than:
Sword,
Sword +1
Sword +2
etc...

and it should be fun trying to work out how well one item compares to another.
An ivory dagger is very sharp and can cut through armor and skin with ease. But it's also very fragile and may break on a critical. A copper dagger doesn't hold an edge well, so it won't do much damage, but it's only fragile when compared to an iron dagger.

Some of the examples are a bit much, such as the Well-made, ruined, oil stained, broken, bronze chest-key, but I hope to weed those out before the system is finished.

I intend to have some books or notes in game which will give hints about item properties:
Whilst Nargalium is the Kinge of metals with unmatch-ed hardneff and the ability to hold a sharpe edge 'gainst any amount of 'buse, Perlmurite is the Q'een.
No other material combineth such refilience with such lite weight. A s'ord madeth Perlmurite would weigh but 'alf the weight and keep its sharpneff b'tter than the fin'st iroen blade.
From that you could make some guesses about who should be given a Nargalium  breastplate and who should get the Perlmurite long-sword. 

Comments

Popular posts from this blog

Automating Level imports from Blender to Godot

  Recently I've been making some levels in Blender an importing them into Godot. There are only about 7 or 8 shaders for each level, not counting dynamic objects which will be added later. But to improve rendering performance, it can be a good idea to split the meshes up into sections. At that point you might be faced with a list like this: Or it might be even more chaotic, if you didn't use simple names for the objects in your level. So it can take a long time to sort out all the meshes, make them unique and add textures and so on. Blender imports with simple Blender textures, or with placeholder materials. This is sometimes OK, but if your Godot shaders are very different to those used by Blender, it means applying new materials to every mesh object in the level when you import the scene. I found that during the design process, I was importing and readying a level several times before I was happy with the final layout. So at first I was wasting a lot of time. In Blender, I us

Dynamic terrain in GODOT

Long time no posts. I haven't been keeping up with the projects I started. At first it seems fun and exciting, but I always run in to limitations in the setup, plus the grind of just making stuff without any real challenges... It ends up being something that I don't want to commit to. So right now I'm just messing around with some ideas and see what comes out. No commitment to a bigger project, just some time to try new things. This week I've been working on procedurally generated terrain.  In the past, there were some big limitations on how I approached this, because the game world had to have the whole map, from the micro to the macro. I had to choose a scale somewhere between, which meant I couldn't have really large maps, or really small details. I think I've found a way around that. Below you can see two types of map data coexisting on top of each other. The wireframe is the collision data, used for physics and for clicking on the map, to move characters ar

Make your game models POP with fake rim lighting.

I was watching one of my son's cartoons today and I noticed they models were using serious amounts of simulated rim lighting . Even though it wasn't a dark scene where you'd usually see such an effect, the result was actually quite effective. The white edge highlighting and ambient occluded creases give a kind of high contrast that is similar to, but different from traditional comic book ink work. I'll be honest, I don't know if there's a specific term for this effect in 3d design, since my major at university was in traditional art. I learned it as part of photography. You can find plenty of tutorials on "what is rim lighting" for photography. It basically means putting your main sources of light behind your subject so that they are lit around the edges. It can produce very arresting photographs, either with an obvious effect when used on a dark subject ... ..,or as part of a fully lit scene to add some subtle highlights. See ho