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  1. Very impressive! I guess you have added Voroni cells to Perlin noise. Do you have a hires version of the video, so we can read menus ?

  2. Right ! Voroni cells indeed 😀

    Unfortunately, I’ve junked the original video as soon as uploaded to youtube… But you can run the real heightmap tool. Just download the 1.4 beta libtcod here :

    PS : nice profile picture 🙂

  3. Nice! I’ll give it a go and see it in action. BTW my work in RLs is really slow ATM but 1.4 looks great just looking at some of the functions. (They were mentioned in the blog before, so I already knew about them, but still!)

  4. Thanks.

    I’m still waiting for a new screenshot of awesomeRL 🙂

  5. Visually there isn’t much, although the system that is used now to generate the same dungeon is VERY different. I had it all hard-coded and now it’s fully customizable and dynamic. I swear to you, *this thing is alive*. There’s message passing and objects working together, and half the time you don’t know what the hell it’s going to do with the inputs you give it. It was a hard time getting it to not recurse indefinitely or creating empty rooms. It kinda works now. Unfortunately I didn’t add any other room types, so it looks like more of the same…

    I also got a components system up and running. The combat system is going to suffer a big overhaul, since the interface is ugly and really messes with the atmosphere (red and green squares showing up; I’ll need to re-think this urgently).

    The next feature of the dungeon generator is going to be a big break though. It will allow stuff like circular tower levels and actual caves, not just rectangular rooms.

    Anyways that’s a lot of promises and no results, so, I’ll hold off any updates until I have something more visually appealing to show!

  6. ok, np. Anyway, it’s good to see you’re still actively working on it 🙂