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10/1/2023 Update
Howdy! I made a lot of progress this week regarding developing my room algorithm. I accomplished most of my initial goals. It isn't pretty, but it is functional and that is what matters. There is a lot to be improved, as the way I generate the hallways and similar is not very robust and breaks really easily, which in turn can cause a lot of issues, such as many crashes (seriously, I'm trying to fix the problem since I crash almost every 4th time I try running in debug mode or regenerate the rooms).
As always, here are some cool WIP screenshots during the development this week.
This was the first ever test of actually trying to spawn walls lol! It wasn't long before I managed to get it to actually work!
Godot has been pretty straight forward so far and it really helps that they have native C# support, else this all would've taken a lot longer. After I managed to get 1 room generated, I then implemented the logic for other rooms.
I got a proper algorithm to ensure no rooms would generate on top of each other, and it has worked well so far! Once I knew I could make multiple rooms, I then focused really hard on getting the hallways. I am not 100% happy with how my code works for the paths, as it only really works for L hallways and I already want to try and work on refining the dungeon algorithm before I go super far into developing other mechanics for the game. However, what I have works for now.
The corridors were backwards! This was a headache to fix mainly due to sloppy code. But eventually...
I ironed out a few more cases afterwards, but I had it good enough I wanted to implement spawning in the player/ other actors within the dungeon. It made me really learn how the node system worked in Godot and it actually is very intuitive, I like it a lot. This all culminated in this short video!
And that is where my development is! I am having a lot of fun and really proud I figured out most of this stuff on my own, only looking up some basic stuff or what a function is called.
My current goals are going to mainly comprise of refactoring and cleaning up the room generation and tile placement. But the next big hurdle is figuring out how to handle the Turn-Based combat & updating. Definitely a big goal but I am excited to figure it out! Gonna be busy this week with more schoolwork, but should have plenty of time to keep developing.
#gamedev#indiedev#godot engine#godot#video games#game development#mystery dungeon#pokemon mystery dungeon#coding#clawing out of tutorial hell#c#programming#csharp#pmd#roguelike#indie developer#indie dev#devblog#developer
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9/23/2023 Update
This is the beginning of this blog.
Current project is recreating Pokemon Mystery Dungeon map generation completely on my own using C# and Godot (since that is what I know best).
This is not a tutorial blog. I am literally figuring this all out on my own as much as I can all while trying to stick to mostly documentation and vague questions (i.e. I am not using any tutorials for this. All my own discoveries).
Look at these fuckin notes!

Plan to update once a week with small amounts of progress and use this to help motivate me in the future.
Current Accomplishments:
Set up the various classes for the number logic (Dungeon, Room, Dungeon Manager, and Game Manager classes)
Successfully had the generator spit out the values for the number of rooms, the size of those rooms, and pick one of those rooms to have the exit (see picture below)
Current To-Do List:
Get some sort of spawning algorithm for the rooms so they are visible.
Figure out how to make the connections between the rooms, which involves signaling what spaces are walls.
While I am making all of this myself and not using tutorials, I will always appreciate discussion about how to solve some problems, should I happen to bring them up.
I hope this blog can be a good learning experience for other developers and get out of tutorial hell.
#gamedev#godot#c#pokemon#pmd#roguelike#game development#indiedev#not a tutorial#clawing out of tutorial hell#unity#self taught#gaming#video games#mystery dungeon#pokemon mystery dungeon#coding
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