Greed - a proc gen dungeon crawler sort of thing

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Post » Thu Feb 27, 2014 1:32 pm

lolpaca; with the new updates on pathfinding and collision cells, I think it may be possible to use pathfinding behaviour for enemy AI. It's still possible it won't be fast enough but there is a chance so I advice to try it first before giving up on it. I was also working on a tile based digging environment for an rts game so would be glad if you could share the results :P Who knows, I may even go back to it.
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Post » Thu Feb 27, 2014 2:14 pm

@Windwalker Which updates do you mean? My main concern with pathfinding was that I'd have to regenerate the obstacle map each time a tile is mined, which causes a very noticable stutter (or did when I last tried it) so it didn't seem ideal for this.
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Post » Thu Feb 27, 2014 6:18 pm

lolpaca; regenerating a portion of the obstacle map was in @Ashley 's to do list for a while, and with the collision performance update, pathfinding began to make use of collision cells. I am not sure if this translates to obstacle map regeneration (which was also the problem with my tile based rts game, untis couldn't regenerate obs map without a second of pause) but now it may work I think. Let me see... here...
https://www.scirra.com/blog/ashley/6/co ... on-in-r155
in this article Ashley mentions pathfinding cell generation being done the new way but I'm not sure if it works now. Have to dig my old project files to try...
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Post » Thu Feb 27, 2014 7:38 pm

ooo, definitely worth looking into, thanks for the headsup :D
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Post » Thu Feb 27, 2014 10:00 pm

Just wondering. How much memory are you using if you have canvas the size of the whole map?
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Post » Thu Feb 27, 2014 10:52 pm

@Katala - In the debugger it says image memory is around 12.9MB... is that a lot? (I really don't know!)
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Post » Thu Feb 27, 2014 10:59 pm

No it's not very much. If you make the level a lot bigger then you micht want to keep an eye on that.
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Post » Thu Feb 27, 2014 11:09 pm

Will do, but I don't think I'll be changing the sizes of the levels now, they're 2400x1824 which should be plenty!

Little update on this by the way, the edges now look more 'cavey' with solid rock clustering more around the middle. I think it helps the maps looks a bit less random and more natural. Also, a little health bar! :D

https://dl.dropboxusercontent.com/u/106 ... index.html
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Post » Fri Feb 28, 2014 2:24 am

I agree, the map is big enough, especially since you have ability to make more of them dynamically. I did seem to have frame rate drops on this one. Not sure if there is something major difference.
Need help? Upload .capx file with your question.
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Post » Fri Feb 28, 2014 9:06 am

@Joannak Yeah, I noticed that too - weird because I've only really tinkered with the map generator, which is a whole separate group that's deactivated once the map has been generated, so it shouldn't really be having an effect. Usually when I've had big framerate drops before it's because of a For loop somewhere that's running over and over... I'll trawl through it later and see if I can find what's up.
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