http://en.sfml-dev.org/forums/index.php?topic=16201.0
Thanks, I'll keep this in mind for later UI improvements
Your dungeons look like the ones in NetHack. The LOS rules can be:
- corridors are in shadows, you've to wear torch to see far,
- rooms are lit, you can see the entire room when you've entered.
Sounds really interessting! Thx, I'll keep this in mind for the later gameplay implementation. Currently, my project is only a "tech demo" growing with additional features.
I can see 2 tiles wide corridors: you've to think about doors !
Actual, I made all (or at least most) corridors two-tiles-wide. Because I'm focusing on split-screen-coop, additional room is necessary for later gameplay.
libtcod has useful tools for roguelike development.
Well, because I'm in a process of learning, I want to implement everything myself (except SFML of course ^^).
UpdateAs mentioned, I changed some map generation parameters to achieve corridors which are 2 tiles wide. Also room sizes has been increased. Both should offer more space for later cooperative playing.
Also, I improved the FoV algorithm by using per-tile-raycast (which is currently implemented via recursion and adding visited tiles to a set - for avoiding double-visit).
Thirdly, I changed the graphics. To be honest, I don't know where the previous graphics came from. I just found them somewhere at my disk. To avoid future copyright problems, I'm now using CreativeCommons graphics from
http://opengameart.org/.
Here is another video introducting another feature: casting spells. Currently, only fireblasts are implemented as a prototype for bullet-like gameobjects (arrows, other spells etc.). Those objects kill all gameobjects they collide with - and finally vanish when hitting a wall.
http://youtu.be/PlzL7mK5hdIBy the way: To visualize collision handling for debug mode, I'm rendering all "locked tiles" (tiles where objects are currently located) colored red.