Thursday 1 March 2018

Week 7 - Circles and Vision

So today I can confirm that I finally managed to get circles working in Infernum!

It turns out Circular-vision systems like this are quite rare, and a lot of roguelikes prefer directional field-of-vision (On sites like Roguebasin there are literally tons of ways to do directional field-of-view and it's a very deep subject for Roguelike Devs)

After a long period of trying to find ways to draw circles onto a tile-grid, I turned up with nothing. In the end I have had to resort to to "Midpoint Circle Algorithm", which is an algorithm designed to draw circles in a very pixel-by-pixel way, but it turns out that transfers easily onto a roguelike tilemap!

As such, a basic run of the vision system now looks like this:






At first, I had big problems with trying to realize what the circles could even see, and ended up with it just deleting the map when it thought it could see it!

Deleted Tiles show the blue void that scares a developer.


So for now, I can move onto allowing the player to move, and then I can worry about drawing bigger circles, which has proven to be a massive failing point unfortunately (Innovation requires risk!). At the moment, drawing larger circles, because the circles are drawn via outlines, has lead to gaps which I will need to manually plug in:



Moving forward, I'll need to be able to deal with larger circles, and then I need to begin doing logic for seeing around corners (Pathfinding time!). Firstly, I'll be working on player-movement so that at least I can animate a basic little gif or something of it working.

Until next week!

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Week 11 - Vision Systems and Moving Ahead

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