Common Interface for Actor Objects

This month there isn’t really anything visual that’s changed with my turn-based dungeon crawler. Instead, this past month has been a lot of invisible structural work. For example, there hadn’t been any way to complete a dungeon and start a new one, so I added in an end location to reach. Meanwhile, I’ve also been doing a lot of refactorings and code cleanup, one of which I want to highlight in this post.

Specifically, I created an interface for the various interactive objects to share. While it’s not where I learned of this programming construct, the following video is a pretty good explanation of what I did:

Continue reading “Common Interface for Actor Objects”

WIP Random Monsters, Combat, and Loot

Last month I showed off grid-based movement in a randomly generated dungeon, but now I’ve added the beginnings of combat, the beginnings of loot/treasure, and (most crucially) randomly generated monster sprites! Here are screenshots of the enemies taken from different play sessions:

Continue reading “WIP Random Monsters, Combat, and Loot”

Two additions: BSP dungeons and A* pathfinding

As I blogged about a couple months ago, I’m writing a little RPG for a fun hobby project. I was inspired by this twitter thread about a random monster generator, and I designed a tabletop rule system to use. Since then I’ve been implementing things in Unity, and this month I want to talk about the first two things I programmed: procedural dungeon generation, and grid-based A* (or A-star) pathfinding.

Continue reading “Two additions: BSP dungeons and A* pathfinding”