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Forum Index : Microcontroller and PC projects : Labyrinth proc gen - now with item blobs and monster blobs!

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johngill
Newbie

Joined: 22/09/2020
Location: United Kingdom
Posts: 38
Posted: 05:52pm 12 Mar 2021
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Hi all,

a quick update - my labyrinth engine (zip file below) now includes procedurally generated monster and item appearances. The engine allows for 16 different item types and 16 different monster types. At the moment they all just appear as red blobs (monsters) or blue blobs (items).

I've allowed 6 bits of Lehmer generated value for the "appearance chance" so monsters and items can be tweaked to appear more or less frequently (6 bit code, so a minimum of 1 in 64 chance of a monster appearing in any one room)-  the zip file below has them set at 10/64 (see getItemAppears function)

My thoughts at the moment are to have useful things such as
- keys (to open doors)
- weapons (to make monster slaying easier)
- brighter torches (to increase the lighting distance)
- potions (need to implement some kind of health management yet)

Still thinking of a way to implement increasing difficulty of monsters -eg something like, the further away from the origin tile, the higher the level of the monster and the more difficult it is to kill.

proctiles.zip
Edited 2021-03-13 03:56 by johngill
 
bar1010
Senior Member

Joined: 10/08/2020
Location: United States
Posts: 197
Posted: 07:55pm 12 Mar 2021
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  johngill said  Hi all,

a quick update - my labyrinth engine (zip file below) now includes procedurally generated monster and item appearances. The engine allows for 16 different item types and 16 different monster types. At the moment they all just appear as red blobs (monsters) or blue blobs (items).

I've allowed 6 bits of Lehmer generated value for the "appearance chance" so monsters and items can be tweaked to appear more or less frequently (6 bit code, so a minimum of 1 in 64 chance of a monster appearing in any one room)-  the zip file below has them set at 10/64 (see getItemAppears function)

My thoughts at the moment are to have useful things such as
- keys (to open doors)
- weapons (to make monster slaying easier)
- brighter torches (to increase the lighting distance)
- potions (need to implement some kind of health management yet)

Still thinking of a way to implement increasing difficulty of monsters -eg something like, the further away from the origin tile, the higher the level of the monster and the more difficult it is to kill.

proctiles.zip


Thanks for uploading.  Looking forward to future expansions.
 
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