Thursday, May 28, 2015

Zelda Deathmatch - Map Generation

Select-button menu now generates maps for every dungeon and for the overworld.

First draft.  A few of the columns still aren't processing correctly (note entrance room for Lev1 looks screwy) and there are still issues with position jumping around when transitioning between rooms, but otherwise it seems to work.

Two connected clients, one (on the right) with map open:



Local player shows as a blue/green flashing dot (Entrance room to level 1, outside level 1) and remote players show up as red/blue flashing dot (left side of level 1, west of overworld start spot).

Also added arrow and boomerang combat, and made it so you can hit left/right on the player select screen to select 1st/2nd quest.  This might be ready for testing sometime soon.

Major things to still do:
- Game modes (PVP deathmatch, PVP race, PVE Co-op, etc)
- Syncing enemy positions
- Second quest handling (currently only first quest maps etc work)
- Bomb support for PVP - no idea how to do this yet since it's the only weapon that doesn't have an enemy equivalent that will damage the player.

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