Happy one week!
After looking at a few game engines and recommendations, I’ve settled on downloading the Dragon Age Origins toolset for my mod.
This week I’ve:
- Written the script for Quest #1
- Gone over edits with a professor
- Compiled the design doc for Fog
- Edited the content of the design…
In my tutorial for ‘Zelda Dungeon Generation' I showed how to build huge randomly generated dungeons simmilar to the classic Zelda NES games but.. in the Binding of Isaac (as well as classic Zelda) dungeons are not a perfect grid of rooms:
Let’s say you have a 8x8 grid = 64 rooms. Instead of creating the dungeon room by room until you are out of space, just limit the room generation to a lower number of rooms (let’s say.. just 30 rooms).
Now this is the result of having a limit of 30 rooms generated:
So, there’s still something wrong right? The dungeon gets too ‘circular’, as there’s no ‘holes’ in it. To fix this you can just ‘mark’ some positions in the dungeon so the algorithm can’t build rooms there; like this:
If we hide the ‘forbidden rooms’ we get:
Now you have some pretty ‘zelda’ dungeons. Play with dungeon generation parameters to achieve specific results. The Binding of Isaac dungeons are very small with a lot of ‘blocked’ rooms scattered.
I hope that answers your question, cheers! :)
We know quite a few teams who are in the same boat as us; collaborating while working in different time zones can be a huge challenge. 2 of us are located in Chicago, and another in Portland, OR. Some nights one of us will be preparing to power through a long list of tasks, while another is …
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My cat got into a fight. We never gave him a name. I know what to name him now.
052. Meowth [Progression GIF]
Threw this together just for the heck of it to show the process I go through to make these Pokemon drawings. So! Here’s the process in a nutshell. :3