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I dont have and huge amounths of LUA scripting knowlege, but i understand the basics, i read all the LUA tutorials on the leadworks site. What im trying to do is create a single base room where the player starts, there is one exit, and after that exit using prefabs to randomly generate the rest of the map. Is this possible? Ive read forums on it(on this website, couldnt find one that helped, at the end of this post ill link some of the forums i read, i read all the ocmments as well), i just cant seem to figure it out and its killing me, ive been working on it for 16 hours straight. So if anyone is willing to help me out i would appreciate it. I dont even know how to start other than making prefabs with clear entrances and exits. a:http://www.leadwerks.com/werkspace/blog/52/entry-882-lets-make-a-game-procedual-content-creation-part-01/ b:http://www.leadwerks.com/werkspace/topic/12430-procedural-generation/ c:http://www.leadwerks.com/werkspace/topic/12063-procedural-generated-levels-using-prefabs/ d:http://www.leadwerks.com/werkspace/topic/8168-procedural-generation-possible/
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Now, I don't want to make this too long, but bear with me as this is a great way to keep up to date with the game and will serve as a backbone for when I want to re-use things in future projects. So let's start with probably the biggest piece of news, last week an unique picture was uploaded and it showed "The Eater" in all his former glory. Honestly, I think he looks fantastic and will most likely scare the hell out of the player when he first meets him. The thing with "The Eater" is that he is blind (you can tell by the picture that he has no eyes), this means that he works via sounds, echolocation if you will, you can completely sneak by him if you don't make any noise what-so-ever. Ever seen the "Daredevil" movie? It kind of works like that. This will of course be advantageous to the player as he can throw things to distract the monster and sneak away or open a new path in order to progress through the level. I should mention though that he doesn't patrol if he doesn't hear anything, he just stands there. (In the picture I was running so of course he heard me.) I think this one turned out great as it demonstrates the awesome lighting of the sewers while mantaining a bit of the "what is down there?" feeling. A lot of people are wondering why are the barrels there, you obviously never been to a sewer. This picture was taken in the dungeon, and it highlights the shadows, that, with a bit of shader work can look truly magnificent! I should mention that the shadows serve another purpose than to look good and make the game atmospheric....but more about that next week... Last bit of news is the indiegogo, as you may know, the game has a campaign on indiegogo with the minimum amount of 500$ as it's goal. It pains be to say that as I write this, only 93/500$ were raised. I will still get a bit of the funds received by people, and honestly, I dind't even think I would get a single dollar, let alone 93$. And with only 4 days left in it, I highly doubt that I will get the remaining funds for it, and that huge sale of almost every perk isn't helping as much as I thought....BUT HEY! This doesn't mean that I'm quitting in anyway shape or form. Honestly, it just motivates me to do better. Thanks for reading the first WIP. I shall look forward to your participation in next week's WIP coming 30th of march. But before we leave, here's what I have planned to do for next week. Inventory System (Start working on this) Various 3D models New monster Work on the Hell sections of the game (this is going to be a bit tricky ) Program an optimized patrol script for the monsters. Thanks for reading, once again. -Ruben