Dungeons and Hunters suddenly became a bit more interesting in the world of 7YRL…
Ranged attacks and animations
Bows and crossbows can now attack from a distance. When you attack a mob that’s within range, it fires a bolt that does damage. Uncommon and rare bows and crossbows have higher range. There’s currently infinite ammo (and no balancing) so bows are over-powered for the moment. I’d like to avoid ammo if I can, but may need it as an offset to the benefits of being able to attack from range…
Here’s a shot shortly after firing a bolt. You can’t tell from the picture, but the arrow rotates to face the right direction when fired. All in all it feels pretty good.
I’ve created a new tool that will help me tweak and test the dungeon generation code. The dungeon editor allows me to modify parameters, build dungeons, and also batch-build a slew of dungeons to fuzz-test the generation code. Here’s what it looks like:
Not much to look at, but very useful in testing and tweaking.
Dungeon Generation Parameters
The Dungeon editor makes it easier for me to add and see how new parameters look when generating dungeons. Tweaking those parameters gives dungeons that look pretty different – e.g.:
RoomFillRate of 1:
You can also see the various themes in the list on the left. I’m not leveraging this fully yet, but once I get the rest of the game up and running and am coming back to tweak things, this’ll help a ton in ensuring dungeons feel less repetitive.
More test vaults
I also created a few more test vaults; you can see them in the pictures above. Also, very large rooms will sometimes have a vault dropped into them to break up the large empty space. I’ll have to see if this feels too artificial or not.
Task tracking sheet
I’ve created a tracking site up on Trello here: https://trello.com/b/T9aMWWsv. If you want to see what I’m working on or what’s next for 7YRL, check it out!