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Sunday, February 3, 2019

Progressing...

On the last post, I outlined the new dungeon generation system. Here is another post demonstrating some of the things I have implemented.

So, the dungeon generation itself. It short, it mostly works now. Here is a visual demonstration of how this new system works.

We start by using the terrain_editor to create a bunch of building blocks. (These blocks are for demonstration purposes and not final in any means)



These can be saved to .map files individually.

Then, we can declare which and how many of these individual blocks to use to create the dungeon, like this:


Then, via some magic, we can generate the entire dungeon:


This is pretty nice, but it could be better.

So I introduced a new item-type. Markers. Which can be placed in the map but does not affect regular game play. One of the new markers are light emitters. This allows the user to create and use different light sources:


Their color, falloff, and area of influence can be adjust via console commands.

But that’s not all. In addition to direct light sources, it would be nice to change the ambient and environment light too. And so long story short, that works too:



Finally, I added additional tools to make placing objects easier. Under Character-Commands window, you can find a bunch of new commands to change the position, orientation and scale of objects to place.


I am working on a couple of final steps on how the enemy spawning will work and possibly a way to define regions in each map block that can have data associated with them. Things like “randomly spawn traps of type X,Y,Z in region A” and “spawn enemies of type X in region B.”

So I need to make a couple of decisions and I am not quite sure how to proceed. Which is, a) should I release the new build when the new dungeon generation is working, and b) is whether I should release it to everyone ($5 tier). The reason is that it is probably going to be extremely buggy combined with the fact that there isn't going to be any new content yet. So perhaps a better choice is to postpone the build until it is more stable and until I have the time to create a new playable dungeon.

2 comments:

  1. I like the way the dungeons start to look, do not forget to make the enemies show the intimate parts when they start a sex animation, that each enemy has their own sex animations and not share them with other enemies so you want to advance and q Find yourself with new enemies, also add things related to slavery and game over events

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  2. I actually really like these alternate lighting choices and tiles. They really give the space a sort of mood.

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