Day 2 of the Jam


Walking around FTW

Day two had some delays early on but we managed to stay on schedule ‘Phew’ We have completed basic Dungeon construction. Rooms levels and passages. Needs mobs and a little more decoration. We have also completed the basic movement.

Things we Achieved

  • Spawn the dungeon.
  • Player movement inside the dungeon.
  • Pathfinding
  • Some mobs designs
  • Basic card design

Next steps

  • Start building In Game UI
  • Add more types of dungeons
  • Mood for dungeons
  • Implement texture settings per level
  • New icons for spawned dungeons
  • Mobs in dungeon moving around

Mob Designs

Some illustrations for mobs are done. Still have to give them stats.

Card Design

Basic card design is done will be implementing these in the next day or two.

Dungeon construction

The dungeons have been built with a BSP partitioning. Paths between nodes at each level. We will still add some secret paths and make some rooms secret. We have selected start and end rooms for each level.

The above is a level build with the BSP tree. Configurable per type of dungeon is it’s size and the rooms size per level. The area is split up using a BSP tree. Once zones are selected we build rooms in each using a room size indicator per level.

Then we connect sibling zones upwards. First we select which rooms connect to which the green lines show that. Then we trace that line to find the tile exiting and entering the destination room Lastly we pathfind using a* between the rooms. Some weight is added to changing direction to keep the paths as straight as possible and also we cost turns less further from the rooms.

Lastly we select a start and end room suitable far from each other. And connect them together between levels.

3D Environment construction

After the maps is build we iterate and create the 3D environment. It’s pretty basic for now will flesh it out as we go.

Get Dumbest Dungeon

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