Some time ago also the word "Trackmo" was in fashion.
Trackmo is a demo that runs by itself as opposite to the original demos where the parts were loaded after pressing a key (usually a space bar or shift) :-) Nowadays most demos are actually trackmos - and sometimes you even can't distinguish where does one part end and where the next one begins.
Thanks!
Okay, this is a small update that fixes a few boundary conditions (like doors to no where) and has a few things in place to help it converge on an answer faster.
I also added random item placement...
dungeon3.zip
Btw. is it possible to generate twice the same map? so that e.g. when returning to the preceding level you will get the same maze without the need to remember it completely?
Ok, now I probably got your point, but unfortunately for the following few days I'll be busy with other work. Anyway, I'll get back to the graphics soon.
The problem is that in ISO view you just can't use the char boundaries to build the scene. Therefore some corner tiles (like the floor/wall corner) have to influence both the floor tile and the wall tile.Sometimes even 3 or 4 tiles are influenced (even if the difference is only one pixel in one of the characters that build the tile). Perhaps there is some way to reduce such occurences, but I have yet to find it. Btw. generally my tiles are 4x2 in size.
I tried to make some staircase graphics, but I realized that the stairs will overlay the floor, so again we have a problem with sprites/graphics priority. Anyone got an idea how to solve it? Perhaps to build the stairs into the walls. Or the stairs could only be in a corner.
I completed the graphics to have both left and right finishing walls. Now this should be usable for generating some real levels :-) Btw. The door on the opposite wall is still missing, but perhaps it won't be used at all?
what angle do you think would be the best? to fill the whole black gap?
btw. the lava animation could be also improved with simple colour register changes, so that it would look like it glows - in case that only the lava pools/streams use this colour, which is the case for the screenshot.
I fixed some pixels in the picture so now it should use up even less chars. Moreover, I tried how would it look if some front walls were "cut" so that they won't overlap areas where the player can move. Do you think such approach would look good enough?
Well I defined them in a clever way so that there is no need to use a lot of them.. I was myself surprised that the floor can only be constructed from one char :-) If you need some more special chars or junctions of different tiles, let me know.
Choose your favourite skin
Well... the graphics look nice. But the biggest fault is to make such "linearistic" graphics for a "diablo" style game.
Of course, these are just first drafts. I will make the graphics a bit more "rusty" and "distorted", these examples are just.. well.. examples :-)
Thanks for the suggestion anyway.
That's simple. You go to your favourite hobby shop and buy a good thermal insulation to lay under the floor
Isolating the acid/toxic waste is much more difficult though
This is my attempt of design that eliminates objects like walls in front of the player/enemies. Instead it uses holes and lava pools to make the levels more rugged.
btw. the tiles here are in 4x2 format.
Actually, what Ghost suggests is worth considering. We could not use columns on the floors though so graphically the design will lose a bit, but if you want to avoid clipping, you don't have too many choices.