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Thread: Procedural Dungeon Generation (1st person rendering)

  1. #1
    Clicker Fusion 2.5 (Steam)
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    Procedural Dungeon Generation (1st person rendering)

    Hi there,

    I've created a simple example for "procedural dungeon generation".
    It maybe can be used for old-school 1st person "Dungeon Crawler" games.

    Features:
    - procedural generated dungeons
    - random colored tiles
    - 1st person rendering (old-school style)
    - keyboard-control (arrow-keys)
    - only standard extensions used


    You can find the example in the attachment.

    Maybe someone has a use for it.

    Tell me your feedback, if you like it.


    Screenshot:
    pdg_example.jpg
    Attached files Attached files

  2. #2
    Clicker Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleHTML5 Export ModuleSWF Export ModuleInstall Creator Pro
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    Great example, bad_rick!

  3. #3
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    Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleUniversal Windows Platform Export ModuleSWF Export ModuleXNA Export ModuleInstall Creator Pro
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    bad_rick. This is outstanding and one of the best examples of this type I have ever seen. I will be using this example with credit to you of course. By the way everyone. This is for CTF2.5.

    Marv
    ​458 TGF to CTF 2.5+ Examples and games
    http://www.castles-of-britain.com/mmf2examples.htm

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    thx

    I didn't expect such good feedbacks.
    I'm glad to hear that

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    Clicker Multimedia Fusion 2 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleSWF Export ModuleUnicode Add-on
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    Wow! Ok I guess this was a lot of work! Damn good example!

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    Hi there,

    I did an extended version of the pdg-game engine on request.

    Features:
    - enemies added
    - enemies movement (just a very simple AI)
    - exit tiles and enemy tiles rendered in the 3d view
    - player can attack enemies (by just clicking on it)
    - enemies can attack you if they collide with the player (no player HP included)
    - procedural-tile-generation-logic tuned up a bit
    - some bug fixes...

    the code is still a bit dirty, but I'm working on a dynamic, more efficient one.

    have fun

    Hope u like it

    Screenshot
    pdg_example2.jpg
    Attached files Attached files

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    I'm gonna try it once more to post this reply (yesterday it didn't work...)

    On request I did an extended version of the pdg-game engine.

    Features:

    - moving enemies
    - auto-map
    - exit and enemy tiles rendered in the 3D view (and of course also in the 2D view)
    - enemies attacks the player when they collide with the player (no Player HP management included)
    - player can attack enemy (by clicking on it)
    - tuned up "random tile creation logic"
    - bug fixes...

    the code is still dirty, but I'm working on a more dynamic, efficient one. (trying also to decrease the amount of objects at runtime)

    Have fun...

    Hope u like it
    Images attachées Images attachées
    Attached files Attached files

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    Clicker Fusion 2.5 (Steam)
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    ok - now the replies appeared!
    One of them can be ignored or deleted
    (it took about 2 days until my replies appeared here...)

  9. #9
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    Thank you very much. The code is not that dirty. This is excellent.

    Marv
    ​458 TGF to CTF 2.5+ Examples and games
    http://www.castles-of-britain.com/mmf2examples.htm

  10. #10
    Clicker Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleUniversal Windows Platform Export ModuleSWF Export ModuleFirefly 3D Module
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    I agree Marv, this is an outstanding engine. It just keeps getting better.

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