Infinite Dungeon is in very early development. Expect many things to change.
It will be a, well, infinite dungeon. It will probably also have non-Euclidean generation to make sure you don't have to save a large dungeon map on your computer.
Current features:
- Multiple players
- Camera that follows average position of all players
- Flexible player count
- Collisions
- Cool Artwork
- Bow (more coming soon, like arrow collisions, made by @biteco8
- Sword
Sounds really interesting, can't wait to see the finished project!
WOW. Just WOW. I really liked the idea and see too much potential in this. I decided to try to help you with the updates because I thought this is worth. I'm doing a bow and I think I will try the non-euclidean generation. If you don't like the idea, ok, i just did this for fun and I learnt somethings
here the version:
I still will put the arrow collision with walls, but I passed a good time refactoring some parts of the code, and I'm a overcommenter programmer anyways.
I'm still changing somethings, expect today I have the full bow.
EDIT:
Bow is less buggy now
Thank you very much, @biteco8! I was planning on a sword and bow for my game, and you have done this great! If you don't mind, I would like to take this for the project. You would get a place in the credits :)
EDIT: Looking through your code, I see you have code tabs. I haven't had a good explanation for this- are they simply a way for organizing things more?
Of course I don't mind, that was the objective.
And yes, the tabs just are a simple way to organize things. I came from c++ development and there I used to do programs with various modules, and I still like that way. Fell free to change everything you like in my code!!
EDIT: i didn't get time for the arrow collision, but I had the code idea. Adapt the hit function for different widths and heights and when create an arrow, save the start and end point coordinates in relation to the arrow coordinate ( like, in a diagonal down-right arrow, the start point is (0,0) and the end is (8,8)). In every frame, you use the hit function passing the arrow main points with 0 height and 0 width and if it returns true, remove the arrow.
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