Results tagged “First-Person”

Almost back, with a trap

Heya. I'm flying back tomorrow from Bilbao, and while I haven't been writing much (as in nothing at all), I've been messing a bit with my laptop. I haven't modelled anything, considering most of my "modelling materials" are in my desktop computer. I've been playing some Eschalon Book II (Great! Will write about it when I'm back), some Fallout 2 and some Divine Divinity. Madness!

But, apart from playing I've been messing a bit with Neverwinter Nights' Toolset, Aurora. Yeah, the old one. And what have I done? Well, mostly a dungeon. Here's one of my favorite parts, yet under development, the OBELISK:

NWN - Obelisk Trap (WIP) - Sorry for the quality, the original was too dark, and I haven't been able to make it look much better without proper editing tools. Also, get to full screen or it will show an akward aspect ratio ;)

In the final version players won't be able to go around the trap, so they'll need to shoot at the energy crystal. I'll add a small delay, and some effects to the placeables, before they get destroyed. Also, note those lootbags right in front of the obelisk, with the adventurer skeletons. I'm wondering how many greedy players will fall :p

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First-Person Tetris

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Ever wondered how cool it would be to be a Tetris block? Me neither, but here's what the people at "First-Person Tetris" thought it could be like. Random.

PD: Kudos for the scan lines!
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(Click for full size)

What we have here is a sample of how the new dungeon generator for Death Raiders works. 

Remember, some days ago, I showed the results of the first generator. They weren't really awesome, and, although they allowed some interesting games, the dungeons were a bit crude. Why? 

Well, first, we'll need to know how dungeon generators usually work. Basically, they split the whole map into rectangles of different sizes, filled with rooms. Then, the paths between them are built. Usually, there are a couple of rooms that must be there, or that at least, could be there. These rooms are commonly very specific, as in basically being pre-made.

Our system, is, in fact, more similar to this approach. All the rooms are "tilesets"; this is, squares of 20x20 tiles. What our software does is basically use these tilesets as if they were Tetris blocks. It turns them and puts them in a way they fit with their surroundings. It's the same system we were using before, but previously the tilesets were much smaller (6x6).

Does this mean dungeons will be basically the same 4 or 5 pieces put together again and again? Well, by looking at the image above, it could look like that, but that was one of the first attempts and features just a couple of tilesets (you can probably discover them yourself). Currently we have more than 50 basic tilesets, and creating more is a really fast process. This tilesets can be from big rooms to long corridors, from mazes to simple dead ends. Maybe it's not the most random system around, but I can tell you, it's going to be good.
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Long dungeon is long

First tests of the new random dungeon generator are satisfactory. I'm looking forward to explaining how it works, but for now, take a look at an example of its results (click to view full size):

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Yes, it's huge, and, although the width/height ratio will probably change, being huge is part of the idea, as in not wanting the dungeons to be able to be finished... why? Just keep an eye on the webpage ;)

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Dungeon, a mini-LD entry

Just to continue speaking about Ludum Dare, for those who thought it couldn't be more awesome, there are also mini-LD competitions. Right now they are hosting the #14, "Comedy and Tragedy" themed.

Among the games that are appearing, there's one that made it to the list quite quickly (the first, in fact) and basically just appealed to that dark place in my brain that forces me to play games with dungeons in them, write blogs called Dungeoner, and that probably is the cause of some of some of my mental disorders.

I'm talking about Dungeon (best name ever), a game made by Arthur 'Mr. Podunkian' Lee and Cactus Squid a pair of indie developers, made of pure bananas. The game is hard as hell, but funny as... as hell, too.

dungeon_003.jpgIn this game we'll play as a stick-man that needs to solve a mystery. Who killed the king?

Almost impossible jumps, enemies moving fast, pointy traps reaching just up to your feet, a repetitive 8bit tune will keep you playing for hours while you discover the plot slowly (on that blue line you can see in the image above). And by "the plot" I mean "some random stuff", but, well, we never played Mario Bros. because of the story, did we? 

If you want to check the game (and you do!), check its entry for the mini-LD #14 contest.

Edit: forgot to mention the obscure story behind the game. Maybe you already noticed it. If not, or if you just want to check... read through this thread at TIGSource...

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