Showing posts with label TowerOfFun. Show all posts
Showing posts with label TowerOfFun. Show all posts

October 3, 2014

Tower of Fun - Part 2

Pixel art makes all the difference


Expanding on the previous, I decided to improve the art in the game.


SOURCE

PLAY


October 2, 2014

Tower of Fun - Part 1

TileMap and Player


This is where it really begun. Tower of Fun. Last time, I made myself a dungeon generation algorithm based on BSP trees and got it up and running on Phaser using tilemaps. Now, it’s time to really set the stage. Tower of Fun will build upon our simple dungeon generator and head to version 1, ending up something like this:

tofv1


SOURCE

Play


Dungeon Drawing in Phaser using Tilemap

Introduction to Phaser


The Dungeon Generator creates perfecrtly logical maps. You could witness the perfection in the console by using Dungeon.print(). But, really… we can’t have a game on the console right?


That’s where Phaser comes in. Phaser is an HTML5 game enigine that’s based on webGL, with a neat fallback to HTML5 Canavs. It is super lightweight and mobile platform oriented. The best part? The massive store of documentation and examples. And, there a whole load of tutorials out there that would help a noob like me figure out how things are done. This was the first Phaser tutorial I took. You should really check out the examples to see what Phaser is capable of.


September 30, 2014

Project: Tower of Fun

I am not really sure how I ended up here, but I like it and I think I shall continue while the interest lasts. It's been a month or two since I began dabbling with the web, and one fine day, last week I had decided to implement a dungeon generator. There's a fancy word for this -"Procedural Content Generation" - wiki, I think. The end game I have in my mind is probably some sort of minimalist roguelike built on html5 and Javascript.

September 26, 2014

Dungeon Generator


Look! A Dungeon Generator. Once you have played enough dungeon crawlers, you just have to build your own dungeon crawler (#amiright?!). Since, my current fascination is web development (read: Dabbling, look at that neat calculator), I figured I might as well make a web game. Playing Heroes of Loot might have had something to do with this.

A procedural generated fast-paced infinite dungeon crawler is what I have in mind. Hence, first off, I need a neat Dungeon Generating algorithm. You know... those rooms and corridors.