I would love to program a mockup of this one day.In TinyKeep players will embrace the role of a hopeless prisoner held deep in a forgotten dungeon who one day wakes up to find themselves mysteriously released. The dragon is my own design, but the horse, knight and pig are very true to the art of the original. The characters here are just great fun to animate. The art and setting are just great and really inspired me to knock up a pixel style demake of it. There was a great entry into this LD#26 Game Jam that really resonated with me. The art style shown is not really what I was aiming for so I will still be playing around with this idea a lot. The man and his wife would collect resources and use them to survive, again fishing, collecting wood, rocks etc to maintain themselves and their cabin. The plants and flowers could come into bloom and then die off. There would be a day and night cycle, rain, snow and sunshine. It would be more of an interactive simulation then a game in my mind. A man and his wife, live out there days in a small cabin on top of this island. The game would take place on a small island, far out at sea. The little people could collect food by hunting and fishing, as well as collecting lumber for fires and for making cabins to shelter from the cold.Īn alternative in the same vein as the above game is shown below. I made a mockup of what a game of this sort may look like visually. I have always wanted to make a god/simulation game involving a small group of people trying to gather resources to survive the natural elements. Since my childhood have always loved the god games from Bullfrog, such at theme park and dungeon keeper. I have been experimenting with lots of pixel art for game ideas I have had. I have not just been working on Ninja Flare since the submission deadline of LD#26 however. Tagged C++, Creation, demo, Dungeon, Keep, Kickstarter, Minimum, Procedural, SDL, Spanning, TIGSource, Tiny, TinyKeep, Tree | Leave a comment | Art and animation practice In fact, procedural level creation is something that I haven’t read about actively so perhaps this algorithm is already well known, but being a feet first kind of person, I rather fancy just coding up my own before researching this stuff. So my task in building the Tengu Engine will be stalled for just a moment while I play with my own implementation and variation of this algorithm. I have however since read that chapter again this morning, and now I have a pretty good idea of how these concepts can be used in this context. There is a mention of minimum spanning trees, which I remember casually skipping over while digesting my algorithms book. The source is not as immediately helpful as I wanted it to be, but it turned up a few interesting hints. At this point it seems links are added until a minimum spanning tree is available or something, being highlighted by the thicker green lines. I guess that is because the decompiler doesn’t discriminate between linked libraries and regular program code.Ībove is a picture taken nearing the end of the generation process. I downloaded the flash object and pointed a shockwave flash decompiler at it, to find ~6000 lines of code. I wasn’t satisfied with just observing the demo to try and infer how it operates so I decided to take a peek under the hood. It can generate nice looking dungeons, and the concepts it uses seems reasonably understandable. The team have developed an interactive demo for their random dungeon creation algorithm, and I really like it. While I am not exactly interested in the game itself, one thing on the site caught my eye. Today I pointed my browser towards The TIGSource website and saw a fresh post directing readers to a kickstarter for TinyKeep.
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