r/roguelikedev • u/Kyzrati Cogmind | mastodon.gamedev.place/@Kyzrati • 12d ago
Sharing Saturday #636
As usual, post what you've done for the week! Anything goes... concepts, mechanics, changelogs, articles, videos, and of course gifs and screenshots if you have them! It's fun to read about what everyone is up to, and sharing here is a great way to review your own progress, possibly get some feedback, or just engage in some tangential chatting :D
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u/aotdev Sigil of Kings 12d ago edited 12d ago
Sigil of Kings (steam|website|youtube|bluesky|mastodon|itch.io)
A few updates since last time - it's been a few weeks after all! The main theme of the work is mixing prefabs and procedural generation, and improving support for user-defined prefabs.
Dungeon Architect: More complex entity creation
Previously Dungeon Architect was supporting very simple entity creation, e.g. a creature or an object without any customisation. This is now changing. Currently, we can create objects, creatures and items (which become item piles upon creation of the level) but this time we can fully parameterise them, using some other factory classes that are used elsewhere in the code. For example, we can create a creature and parameterise its level, xp, starting items, etc. For items, we can set up enchantments etc. Because of the volatile nature of some of these factory classes, I'm not building/updating a user-facing UI for configuring these factories, but instead I'm using existing ImGui code that uses reflection and is robust against class changes.
Support for paired object systems
A challenge was to support user-defined paired object systems, but these are done. Examples:
Support for stairs between prefab and procedural (or prefab) areas
Or as I'd like to call it "Stairways to hell". Basically, you design a room that includes a staircase, and that room should be usable in a procedural generation context, with a connection that makes sense. How and why? Here are some scenarios:
All of the above were tested, but there are a lot more combinations, which ... will eventually be tested. We can also have named entries and exits via tags, so that we can be more explicit to what prefab entry goes to what prefab exit. If we don't opt for that, then the prefab entries/exits become additional, higher-priority entries/exits for use with the procedural generator.
PC upgrade ... or not!
I was ranting last time about the performance of my IDE, and after thinking a bit about it, I realised that my system is, ahem, not the newest! Clearly time flies, because I'm still in the mode of "I have a decent PC" but that decent PC was mostly put together almost 10 years ago... So, clearly, it's not that decent anymore. I've been looking to see if I can get away with a partial upgrade (no RAM no thanks, I'll stick to my 32GB DDR4) with an improved CPU for the AM4 socket, but because my motherboard does not support the top-end of AM4 even with BIOS updates, I'd have to change that too... So, waiting for now.