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Cart #13244 | 2015-08-28 | Code ▽ | Embed ▽ | No License
16

Recently I started playing with raycasting and I immediately wanted to create a real game with it, so here is first preview of my 3D suqare dungeon.

V0.2 features:

  • wall text system
  • portal system
  • ground/ceiling color can change in locations
  • item system (food+gold)
  • gui (health, gold, experience/level, compass)
    Notable bug: when you try to read text that is not defined it's id will popup on screen and game will be stopped.

V0.1 features:

  • raycasting engine with dynamic rendering quality for smooth movement
  • collisions based on tile flags
  • 16x16 pixels textures
  • 8x16 pixels transparent sprites rendered using simple (column based) z-buffer
  • basic npc system that allows random movement of monsters around map

Controls: arrows for movement

Original 3d experiment thread is here.

Older versions:

Cart #13215 | 2015-08-27 | Code ▽ | Embed ▽ | No License
16

16


The shopkeeper is really cute :) the game already has a really nice atmosphere.

If you want to fix this:

the problem is that you're using a constant step size for all the rays you cast out.
If you do something like in this image:
where you check every line boundary along the ray's path that problem should go away, and should make things faster as well, since you'll require fewer checks in total.

Nonetheless, looks great and I look forward to seeing it develop!


Thanks, hope you will like the game when it's finished.

I will try to fix it later :D Don't wanna exhaust myself on engine tweaking before all the game mechanics are complete. This happens me all the time, I spent too much time caring for the technology and not the game itself. That's why I fell in love with PICO-8, it's just about games <3



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