Made a simple little title screen for Planetoids today so that people other than me can actually get the game and play it without having to know secret keyboard shortcuts… It’s the first time I’ve worked on it in months (basically since the first 4-5 days it took to originally make it). I will likely be sending this out to some of our Moon Hunters kickstarter backers who were interested in trying it out next week.
Today I added a rough version of the enemy spawning system and pathfinding grid generation to the map gen. You can specify clumps of enemies to appear on main paths, side paths, nodes etc.
You can give the spawner a string like ‘3-5 enemy forest minion’ or ‘1-2 enemy forest midboss’ or ‘0-2 enemy forest healer’ (or all 3) or whatever and it will generate a list of appropriate monsters using the tagging/search system I made a few weeks ago and spawn groups of objects.
I don’t think I’ve posted about the tag system I made (it sort of appears in the colorful custom inspector I posted a shot of a while ago) but it works basically like hashtags and a google search. You can generate list of objects by just giving the system search keywords (“enemy fire minion” would get you an enemy minion that does fire damage for example). You can also tell the system to exclude objects that have certain tags (so “enemy -fire minion” would give you a list of all enemy minions that DON’T do fire damage).
This means we can build up content with tag keywords and then everything just generates automatically. If we want to add new forest enemies we just tag them with ‘forest’ and ’enemy’ and the generator knows to add them in.
It’s a pretty simple system but it works quite well right now.
I’m sure the lines for these will look terrible when the images are compressed, but here’s my current progress on my map generator for MH. It’s generating branching paths based off of different perimeters and puts appropriate events/points of interest onto the proper paths. Right now you can specify content for the side (red) paths. So that more difficult bosses, events or monsters can be placed there. While the green path is meant to be the main route and have the basic content/events/npcs on it.
I am going to make a pass eventually to connect more of the nodes so you have loops (right now it’s all just branches) and I’d like to make the paths connecting nodes more organic instead of just straight lines.
The red boxes around everything are blocking terrain (forest/rocks/lava) of various sizes (and randomized) to keep players in the map. The dark green around everything is the unlit ground texture.
In general I will want to make everything more organic eventually with less straight lines and varying thicknesses to the paths/areas.
October Horror Movie Madness
So! Tomorrow if the first day of October! For me, that means the start of my annual, ridiculous, month-long horror movie marathon! Every year I try to watch at least 1 horror movie a day for the entire month of October. Last year I watched 53 movies. I mentioned on twitter that I was forming a list of movies to watch this year and a few people asked me to share.
Looks like the game I started for #spacecowboygamejam isn’t going to be finished on time. I ended up with way less free time than I expected this past week…
I will still be playing around with what I’ve started though. I have a nice little terrain generating working (which can use either cubes or hexes now).