whoa that's one BIG meat scepter you got there
Gurpreet Singh Matharoo
Recent community posts
The game has to be created from scratch. You can use stuff like free extensions, libraries, code snippets and such, but you can't use an existing game base like your card prototype.
Unfortunately, I have to scrap this project. I already have too much work to focus on, this game is just holding me back and I'm not even able to give it enough time.
The project is available on GitHub, if anyone wants to continue working on it, please feel free to do so.
Oh, I haven't updated in a while.
I was busy with something else on Sunday so I didn't get a chance to work on this game. Will continue today.
I am working on implementing the enemies. Each enemy will have its own level, attack and defense stats. They will have their own loadout of weapons that match their level.
Later I will also add enemy "forts" that you can clear, which would give you XP.
If you've played AC Origins then you'll immediately recognize these mechanics from there. That game has been a huge inspiration!
And... having to draw the enemy sprites (for each state and each of the 4 directions) is gonna take a lot of time, haha.
Oh thanks for letting me know, I'll be sure to make it as compact as possible. I made the bottom panels big because there will be many different kinds of swords so I just made it big enough to fit the swords I would make in the future. :)
Created the player's sprites and more
Added a dynamic sword system
Implemented a depth ordering system
The sword is not a part of the player's animations. It's dynamically attached to the player, so it's a separate object.
This will allow me to easily add new swords, which I didn't originally plan to do. So, good!
Working on procedural generation
Green blocks are trees, yellow ones are houses and red ones are enemy camps.
No specific algorithm used. Just filling grids randomly based on certain rules that I am still working on.
•- Procedurally Generated Open World Adventure Game -•
Engine Used: GameMaker Studio 2
Repository (GitHub): https://github.com/gurpreetsinghmatharoo/lowrez-2018-procgen
~Procedural Generation: How does my system work?
At a time, a certain square area is generated. Its size is in the AREA constant, currently at 512.
The constant DIVISION is the size of the distinct parts of an area (of the size AREA). A division currently is 256 (so each area has two divisions). Each division is of a certain type; it can be a village, a forest, a hostile area, and so on.
The constant SIZE (12) is the size of each individual block that holds something (grass, tree, house, etc.). You can also call it a cell or a tile.
So when the grid for the current area is creating, the divisions are generated, and looping through the divisions, tiles are placed. Different tiles have different chances of being placed inside different divisions.
> Score is only gained from killing zombies, so there doesn't seem to be any incentive to craft things that aren't weapons
The non-weapon items are axes, pickaxes and health potions. Why is there no incentive? Axes can let you cut trees which gives you wood to craft wood blocks & pickaxes, and leaves which let you make health potions. Pickaxes let you mine metal which lets you craft weapons & metal blocks. The more you craft, the better weapons you have; and the faster you can kill zombies (hence more score).
> Zombies seem to be able to occasionally dodge forward instead of to the side when shot at
They do that when you get too close. :P
> The crafting elements make sense and the UI is very clear. Solid work.
Thanks a lot :3