Sunday 15 April 2018

Week 11 - Vision Systems and Moving Ahead

So unfortunately it's been a while since the last update, due to an ever-changing list of complications with my new vision system.
But thankfully it now looks like this:




Overall the vision-system had some fundamental flaws:

1: The midpoint circle algorithm that is used to generate circles on the tiles duplicates itself in some strange way. This has been fixed with some sorting but why it happened at all is something I'd need to look into

2: The game hated tiles that couldn't be lit or unlit (aka the big void of tiles outside of the explored area that had nothing in terms of data) and was ultimately just deleting them when it made some attempt to modify them, which seems to be a problem with the Unity engine itself which likes to handle errors internally without mentioning they happened.

3: Some general clumsy programming led to a few issues needing ironed out, such as a completely inverted system:




At this point, the experimental innovation of a circular vision system in a roguelike is done in my opinion. It needs some work to work at larger scales (Larger circles have wholes as the algorithm draws outlines and not the internal circle itself), and at the moment it doesn't discriminate based on if you can see around a corner or not.

For this project, I'm now going to see if I can get a basic aesthetic text-log in the game working, alongside basic corridors connecting rooms, doors that can open by trying to walk onto them, and generating a few extra rooms in general!


For this update, I'll end it with the main menu, where I've also added some crediting to a friend, Robyn Hatch, who has supplied a musical track for the demo.

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Week 11 - Vision Systems and Moving Ahead

So unfortunately it's been a while since the last update, due to an ever-changing list of complications with my new vision system. But...