I'm in significantly more pain than usual so probably just futzing about a bit in Building Blocks tonight but there Have been some dramatic improvements for the #CyclicDungeons datapack handling.
Live in 30! #gamedev
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Hooooolee heck that was a lot of coding, but! We successfully created a #CyclicDungeons system that can place named components in viable locations as specific blockstates, with necessary relative positions, and wire them together!
This opens the door for encoding whole complex puzzles in datapacks!
I'm live in 30 striving to achieve the pinnacle in configurable complexity for traps in #CyclicDungeons: Modular traps!
With any luck, this will be the final step before we can take on puzzles! See you there!
twitch.tv/lyinginbedmon #gamedev
I'll be live in 30 continuing to abstract & datapack-ify the traps of #CyclicDungeons. See you there!
twitch.tv/lyinginbedmon #gamedev
Phew! Took a fair bit of doing (and some shameless thieving of my own code from #ReclamationMod) but #CyclicDungeons traps are now defined by constructional "archetypes" and their settings serialised as JSON data.
This means the diversity of traps is no longer limited to my personal imagination!
I'm live in 30 with the weekly #Minecraft modding stream and tonight I think we can help #CyclicDungeons traps reach their final form and actually make them datapack-configurable!
See you there! #gamedev
twitch.tv/lyinginbedmon
I'm live momentarily with Building Blocks working to make more traps in #CyclicDungeons and to make them even more configurable. See you there!
twitch.tv/lyinginbedmon #gamedev
I've got a list of interesting traps to figure out for #CyclicDungeons so let's gather round as I make the sausage on Building Blocks tonight!
Live in 30 #gamedev
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I'm live in 30 and tonight's development concerns the pointy things that should emerge from our #CyclicDungeons spike traps.
See you there! #gamedev
twitch.tv/lyinginbedmon
I'm live in 30 with some mod coding and there are BIG changes for #CyclicDungeons to talk about
See you there! #gamedev
twitch.tv/lyinginbedmon
New alpha version of #CyclicDungeons is now available, featuring all the fun stuff I've been cooking up lately as well as full datapack support for defining themes, tiles, tile sets, mob encounters, etc.
modrinth.com/mod/cydun/ve...
Screenshot of a console log, showing the loading of 26 tiles, 10 tile tags, and 10 tile sets from datapack files into the memory of Cyclic Dungeons, instead of being hard-coded
Big advance for #CyclicDungeons, thanks to the streamlining efforts earlier this week I was able to write bespoke codecs for most of the wave-function collapse tile system.
That means datapacks can redefine how each room looks!
Next up is grammar, so they can change the dungeon layout itself
#CyclicDungeons is right on the precipice of a Massive content expansion so now is a good time to see where we can streamline things before I'm 50 registry entries down the hole.
Live in 30! #gamedev
twitch.tv/lyinginbedmon
A block surrounded on multiple sides with flame jets. Three of the four are active and emitting flames of varying lengths, with one igniting the floor below. The flame jet on the top of the block is inactive.
Another fine addition to the #CyclicDungeons trap armoury, the flame jet
If you've been curious about the #CyclicDungeons posts I've been making, whether it's the generation or the trap system bits and bobs, there's a fresh alpha version out for download now!
modrinth.com/mod/cydun
The purpur-themed sight sensor is always on the lookout for hapless dungeon delvers
Proximity sensors might not necessarily cause explosions when you get too close, but they'd certainly look the part!
Resembling sculk sensors, sound sensors listen out for signs of intruders in their midst
Collision sensors are largely similar to pressure plates, but can be placed on any surface and don't break when detached
Oh boy, #mcartday time again. Here's a quick look at some of the trap sensors I've been putting together for #CyclicDungeons!
It's a chilly day in the Fox Hole today but I'm determined to get some more eventful things into the #CyclicDungeons trap system which means it's time to add more actors!
(I promise that name makes sense in a #gamedev context, just trust me)
Live in 30
twitch.tv/lyinginbedmon
Time for more trap engineering work tonight on Building Blocks as we try to expand the variety of blocks available to ensnare careless adventurers in our #CyclicDungeons!
Live in 30! #gamedev
twitch.tv/lyinginbedmon
A Cyclic Dungeons Wiring Gun sitting atop a Trap Logic Block. The block is a bright blue brick texture with a darker inset chip section on its horizontal faces. The gun resembles a revolver with its chamber replaced with a spool of copper wire and an LCD screen attached where the hammer would be.
An assortment of Cyclic Dungeons trap blocks. On the right of the image are three redstone sensors with levers or buttons next to them. On the left of the image are three redstone emitters. In the middle is a trap logic block connected to two sensors and one emitter. Additionally one emitter is directly connected to a sensor, and is activated by the lever next to that sensor. The connections between the blocks are illustrated by black and cyan wires between them, visible whilst the player is holding a Wiring Gun. In the far distance is a generated dungeon, where rooms will use these blocks to make compact and diverse trap mechanisms.
#MCArtDay looms once again so here's the current condition of the trap blocks for #CyclicDungeons! We've got a redstone sensor, a redstone emitter, and an intermediary logic block that coordinates both.
They can also be manually wired together using the familiar-looking Creative-only Wiring Gun.
Good work tonight! Our #CyclicDungeons wiring gun can connect any number of sensors & actors to a logic block, or any number of sensors to a single actor, with the expected behaviour.
Right now that's just sending sensor status to all attached actors, but it's the makings of a diverse trap system!
A Garry's Mod tool gun on top of a brick-ified Wiremod chip, in an otherwise-featureless Minecraft world
It's trap time for #CyclicDungeons tonight and chat I am going DEEP into my core memories for this one.
Live in 30! See you there #gamedev
twitch.tv/lyinginbedmon
I'm forced by necessity to stream with only two monitors on one machine and I already hate this but let's see if we can make the rooms in our #CyclicDungeons a bit prettier and diverse.
Live in 30!
...hopefully.
twitch.tv/lyinginbedmon #gamedev
Overhead view of a procedurally-generated dungeon composed of ~18 rooms interconnected by passageways capped on either end by orange stained glass (a WIP pre-seeding feature to avoid occluding doorways). The contents of each room are unique and made of repeating tiles in consistent relationships (chairs next to tables, lights never on top of water, etc.)
Just before #mcartday closes here's a progress shot of my #CyclicDungeons project.
Every single piece of this dungeon is generated procedurally, from the general contents of rooms, to where they're positioned, to what they actually look like.
The only predefined parts in it are 2x2x2 tiles.
It's fine-tuning and debugging in my future tonight as we try to get the #CyclicDungeons generator up to snuff for a worldgen-level system.
Live in 30!
twitch.tv/lyinginbedmon #gamedev
Preview screen showing 4 rooms of a dungeon, the paths between three of which merge at a point equidistant between them all. Behind the paths are drawn tile positions that they occupy, closely matching the paths themselves.
Solid progress on #CyclicDungeons today. The tiles used by our passageways now more precisely follow the lines they're derived from, and we've got a functional start on merging them together as well.
Needs fine-tuning, but we're well on the way to fully-functional enclosed dungeons!
An un-scrunched dungeon layout, with paths marked in a gradient from colour to white to indicate the direction of each line segment.
A scrunched dungeon layout, showing the rooms much closer together and with shorter paths between them. Not perfect just yet, but much better.
Since I substantially revised how paths are calculated, it naturally caused a bunch of problems for the "scrunching" algorithm of #CyclicDungeons.
So today I'm tuning it up, with the aim of making it move rooms around to minimise the length of the paths between them. Less uneventful walking!
I'm live in 30 and tonight we're tackling the question of generating passages between rooms in our #CyclicDungeons dungeons.
And maybe I'll end up rigorously contemplating geometry, as a treat, if we make good progress. ๐
See you there! #gamedev
twitch.tv/lyinginbedmon
A series of decorated dungeon rooms connected with differently-coloured paths. Each room has orange stained glass wherever a path intersects with its tile map.
Solid progress on the interstitial paths of #CyclicDungeons tonight, but I fear I must now conduct a hefty refactoring of how they're calculated before I go much farther ๐
It's coding stream time and tonight I'll be showing off the progress on the wave-function collapse system of #CyclicDungeons and getting to work figuring out the problems of the interstitial passageways.
Live in 30, see you there! #gamedev
twitch.tv/lyinginbedmon
Tonight's task as I drag myself away from cursed geometry is to implement the use of structure pools and files to flesh out the contents of our tile sets, meaning the part where we make our #CyclicDungeons look pretty!
Live in 30!
twitch.tv/lyinginbedmon #gamedev