Ratings (show detail)
Desided to go with "slightly transparent" over "over the top of everything"
|121.7 KB||evilmrhenry||2006/09/09 22:42|
Final, I think.
|121.7 KB||evilmrhenry||2006/09/09 22:26|
|121.2 KB||evilmrhenry||2006/09/09 21:28|
version 0.05; most gameplay accounted for
|97.5 KB||evilmrhenry||2006/09/08 06:18|
Got most of the vision tracing done. (Some nasty algorithms for that.)
|62.7 KB||evilmrhenry||2006/09/07 08:26|
Got the sightrange display working
|213.8 KB||evilmrhenry||2006/09/06 22:20|
Version 0.03. Framerate's a bit low, but the basic algorithms work.
|59.6 KB||evilmrhenry||2006/09/06 22:17|
Monster's Tower, non-working lights version
|52.8 KB||evilmrhenry||2006/09/04 23:25|
|302.5 KB||evilmrhenry||2006/09/04 08:19|
basic environment completed
|71.8 KB||evilmrhenry||2006/09/03 07:50|
What I have done instead, is have two textures for the floor (light and dark textures). Normally, the dark texture shows, but when an enemy is looking in a direction, I overlay it with a light texture. Some interesting math in display.py, if that's your thing...
Finally, you can't see it very well, but the sight triangle is actually cone-shaped, and can be partially blocked by walls.
Anyway, I'm going to get the level editor working instead.
The Monster's Tower
Top down view, all enemies have a marked field of view (flashlight style). Get close enough, and you can devour a human.
Should be interesting...