rosh
move : WASD / ZQSD
wait (counts as an action, without moving) : SPACE_BAR
interact : E
New floors will be randomly generated as you enter them. Enemies may spawn on floor generation. Attack enemies by walking into them.
Known bugs/issues :
- the player currently can't die
- some sound effects cancel each other in the web version
- the left and bottom parts of the UI do nothing
| Updated | 3 days ago |
| Published | 5 days ago |
| Status | Prototype |
| Platforms | HTML5 |
| Author | duGenouGaemr |
| Made with | Godot |



Comments
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i like it, pretty cool game. How did you do the random generation?
i used a "plan", which is a table of numbers representing the objects to place on the grid, for example : 1 is a simple floor tile, 2 is a wall, etc...
for the rooms, i try to randomly place them on the plan without overlapping, then "dig" hallways between successive rooms (the hallways part does not check for intersecting rooms, so it can get messy).
there are a few extra checks to make sure the stairs_up are in the same place as the stairs_down from the previous floor, and that important tiles like stairs won't get crushed by the hallways.
enemy and stairs_down placement is basically random, i'll have to work on that.
then i "build" the floor from its plan.
also, for the hallways, i don't actually link the rooms themselves, but the centers of the rooms, which ensures hallways don't end in the corner of a room.
Are you room centers always on the same x or y coordinate ?
currently, for a given room, the "center" of the room is calculated based on the room's width, height and position in the floor, so it should always be the same for this one room.
this means that, if all rooms were horizontally aligned and all had the same height, all the hallways would also be perfectly aligned, and it would look like a single, very long hallway going through every room in a straight line.