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The Dawn Age - Dungeons!!!

Discussion in 'Works In Progress - Archive' started by DWORD, Apr 6, 2013.

  1. DWORD

    DWORD

    Joined:
    Jun 22, 2010
    Posts:
    38
    This week I've worked on: core gameplay mechanics, AI, editor tools and other stuff. I don't have much to show this week, since I replaced all the placeholder environment with colored blocks(it looks ugly) to do some tests.

    The gameplay mechanics that I have implemented this week:

    Game system. This system controls the entire game(managing entities, entity turns, etc).
    Entity movement.
    Basic combat.
    Key/Door system.
    Chest/Treasure generation.
    Item/Equipment system. There will be blessed and cursed items. The current system already supports random stats generation.
    Monster generation.

    For the AI, I created a system called AI Blocks. This allows me to create generic enemy behavior like patrol, hunt, attack, flee.... Each one of these are basic AI Blocks that I can put on the enemies or extend them to create more specific behavior.

    Art Section

    The concept artist, Jonathan Arnold, created two new creatures.

    Goblin Mage
    $Goblin-Mage-1024x576.jpg

    The Blob
    $blob-update-2-1024x576.jpg

    Ghislain Girardot started the modeling of the Goblin Mage.

    Goblin Mage Preview
    $Eduardo_GoblinMage_Model_RC1-1024x400.jpg

    Every dungeon will introduce 5 new enemies(6 if count the bosses). Some dungeons will have some previously introduced enemies in addition to the 5 new ones.

    Next week I will work on visual stuff(UI, First Person Hands, animation setup, etc).

    BONUS:
    $Editor-Screenshot-6.png
     
    Last edited: Apr 18, 2013
  2. Blacklight

    Blacklight

    Joined:
    Dec 6, 2009
    Posts:
    1,241
    Looks really cool. How are you handling the dungeon generation?
     
  3. DWORD

    DWORD

    Joined:
    Jun 22, 2010
    Posts:
    38
    I use a 2D matrix to store the data(25x25 in this case). The algorithm is quite simple:

    1 - Generate room at any position and add it to the rooms list
    2 - Random a room or corridor from the list(in my case i don't pick locked or secret rooms. Only corridors and rooms)
    3 - Pick a wall from the randomed area on step 2(do a few checks) and put a door
    4 - Generate a room or corridor for the door(do a few checks)
    5 - Place the generated room or corridor on the map and on their respective list
    (2, 3, 4 and 5 are inside a loop.)

    Of course this is a simplification, but this is the base of the current algorithm. The generation of chests, levers, monsters and other stuff should be easy after this.

    This is how the matrix look like:
    $generated.png
    * - Empty space
    0 - Wall
    1 - Walkable
    3 - Door
    4 - Locked Door
    5 - Secred Door/Wall
     
    Last edited: Apr 7, 2013
  4. DWORD

    DWORD

    Joined:
    Jun 22, 2010
    Posts:
    38