dirkkok.wordpress.com
February | 2008 | Writing Code
https://dirkkok.wordpress.com/2008/02
Dungeon Generation Article Series. Let’s make a multiplayer game. Temple of the Roguelike. Monthly Archives: February 2008. FOV Using Recursive Shadow Casting in c#. February 17, 2008. After completing my Dungeon Generation article series I started hacking around some code to walk around on my generated maps. Walking around on a fully visible map is Ok but you immediately realise the need for some kind of way to determine which parts of the map are visible to the player. In the above diagram we observe t...
dirkkok.wordpress.com
April | 2008 | Writing Code
https://dirkkok.wordpress.com/2008/04
Dungeon Generation Article Series. Let’s make a multiplayer game. Temple of the Roguelike. Monthly Archives: April 2008. Dungeon Prefabs are Ready. April 27, 2008. I always intended to have support for some form of custom rooms in my dungeon generator. The idea is similar to Angband’s vault system, but a lot more generalized. Instead of using custom rooms or prefabs for vault encounters, I wanted to supplement the dungeon generation with custom built rooms or sets of rooms. The room and door generation c...
dirkkok.wordpress.com
November | 2007 | Writing Code
https://dirkkok.wordpress.com/2007/11
Dungeon Generation Article Series. Let’s make a multiplayer game. Temple of the Roguelike. Monthly Archives: November 2007. Generating Random Dungeons (part 4). November 25, 2007. Technorati Tags: Dungeon Generation. Of the Generating Random Dungeons article we implemented the functionality to meet the requirements of step 3 of the random dungeon generation algorithm. There after we added another method to our Map class the pick a random previously visited cell within the Map. This cell had to be dif...
dirkkok.wordpress.com
January | 2008 | Writing Code
https://dirkkok.wordpress.com/2008/01
Dungeon Generation Article Series. Let’s make a multiplayer game. Temple of the Roguelike. Monthly Archives: January 2008. January 8, 2008. I found another C# roguelike project by Ed Kolis and really liked how he handled directions within his code. You can read the post on his project at r.g.r.d. And download the source at http:/ kolis.dyndns.org/sharproguelib/. Index = 0, Name = “North”. Index = 1, Name = “East”. Index = 2, Name = “South”. Index = 3, Name = “West”. DX = -1, DY = -1 };. The Name property...
dirkkok.wordpress.com
Let’s make a multiplayer game | Writing Code
https://dirkkok.wordpress.com/lets-make-a-multi-player-game
Dungeon Generation Article Series. Let’s make a multiplayer game. Temple of the Roguelike. Let’s make a multiplayer game. The purpose of this article series is to explore and demonstrate some techniques required to make a multiplayer game. The code for this article series can be found on google code. Part 2: Solution Overview. Part 3: Making the connection. Part 4: Adding some asteroids. Part 5: Review of some important concepts. Part 6: Adding player movement. Part 7: Smoothing player movement. Fill in ...
dirkkok.wordpress.com
Dungeon Generation Article Series | Writing Code
https://dirkkok.wordpress.com/dungeon-generation-article-series
Dungeon Generation Article Series. Let’s make a multiplayer game. Temple of the Roguelike. Dungeon Generation Article Series. On this page you’ll find links to all the articles in my dungeon generation series. Part 1 – Introduction. Part 2 – Beginning the generation process. Part 3 – Implement walking in random directions. Part 4 – Create corridors as we walk to create a maze. Part 5 – Adjust the chance to change corridor direction. Part 6 – Find and remove dead-ends. Part 8 – Add loops to dead-ends.
dirkkok.wordpress.com
March | 2008 | Writing Code
https://dirkkok.wordpress.com/2008/03
Dungeon Generation Article Series. Let’s make a multiplayer game. Temple of the Roguelike. Monthly Archives: March 2008. Check out the lighting demo. March 24, 2008. I just finished porting my lighting code from the Microsoft XNA framework to SDL.NET. You can now download a cross-platform version from CodePlex. This release includes a working demo showing off some coloured lights and their effect on the player’s FOV. Use normal directional keys or the numeric keypad to navigate the custom map. Using the ...
dirkkok.wordpress.com
October | 2009 | Writing Code
https://dirkkok.wordpress.com/2009/10
Dungeon Generation Article Series. Let’s make a multiplayer game. Temple of the Roguelike. Monthly Archives: October 2009. Simple Game #2 – Iteration 1. October 18, 2009. My first idea was to make use of a cone field of view to simulate actor line of sight and orientation. This will probably be the best way to go ahead, but right now I’m not in the mood to research some new technology. I will make do with my current FOV implementation that does not take into account the orientation of the actor. For simp...
dirkkok.wordpress.com
December | 2009 | Writing Code
https://dirkkok.wordpress.com/2009/12
Dungeon Generation Article Series. Let’s make a multiplayer game. Temple of the Roguelike. Monthly Archives: December 2009. December 18, 2009. That initial town started me thinking about crafting playing areas where everything had a function. As per my previous posts, I will explore the potential of using a village (and surrounding areas) as the main questing area in the context of a roguelike. It is these indirect consequences that I would like to explore in a game design. I am hoping that direct fe...