Textures make a difference

Textures make a difference

I've been playing around with textures in exploring the bleak to see how much of a difference it would make. Essentially I'm torn between two ideas:

  1. Make the floors all a plain color and glow them based on the environment color so as not to be too realistic and keep a more roguelike feel.
  2. Struggle with having textures that blend together between sectors so it has a more natural feel albeit simple in perspective to traditional 3d games.

At the moment I'm leaning towards number two, but I haven't been able to reproduce a reliable glow postprocessing effect that I

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No FPS is a Roguelike

No FPS is a Roguelike

I've struggled with the concept of merging the roguelike turn-based system with a FPS. Having a turn based on when you fully leave a cell makes the monsters seem jumpy which doesn't make for very nice gameplay. Because I believe turn-based systems are core to roguelikes and first person shooters can't be turned based in a cohesive way, I've dropped the FPS perspective altogether and pulled the camera above the player.

7DRL Day 2

  • Dropped the morphed terrain map for a scene that grows collections of boxes and planes as the map is discovered. Maps can now be infinitely grown

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Pigeon Hole Stepping

Pigeon Hole Stepping

For 7DRL this year I developed a new map generation algorithm called Pigeon Hole Stepping.

Fill the map with walls

This map generation algorithm relies on negative building techniques. This concept will make more sense as the later steps are explained.

Dig Hallways

Essentially, we can assume that hallways that are parallel to each other are at least the length of a single room and up to two rooms apart in distance. Because of this assumption, we can make a random walker that will move around with this restriction in mind until map is filled completely.

Allocate Rooms

Assuming the

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