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What do you think?

What engine does this use?

Subproject of my Batch RPG: RandomDungeonGenerator.

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This is a Subproject of my Batch-RPG.
It's pure batch except one small VBS-Script used for effecient idle and a program called "cecho" which is used for multicolored Text-Output.

Features:

  • Secure Map naming
    The program checks if the mapname is not used. Otherwise it will do nothing.

  • Parameter-Handler
    It is possible to give the program as many parameters you want.
    No static expected parameters. You can type whatever parameters and values in
    any order.

  • Generate random maps
    The mainfunction of this program.
    It generates random paths.

  • Map preview
    You can have a look on the map, before it will generate the final
    Output(Actually
    there's no final output).

  • Room detection
    The program will detect rooms on the map, after the path is generated.
    Actually it will only detect 3x3-rooms. I'll add 2x3/3x2-rooms later.

  • percentage feedback of the generated path
    It shows the actual percentage of the pathgenerator.

Parameters:

  • name
    Set the name of the map. if already used, it will not do anything.

  • RGDS
    Name will be edited later.
    It defines the startposition of the map. This can be used for an entrance/exit.
    Actually there are 8 static positions on the edge of the map that can be used.
    (1,2,3,4,1A,2A,3A,4A)
    1=N/1A=NE
    2=E/2A=SE
    3=S/3A=EW
    4=W/4A=NW
    If no parameter is given, it will pick a random one.

  • debug
    The debug-parameter is only for developing. It shows a lot of values and
    states as the scripts progresses.

  • Pathchar
    You can define the character which is then used as the path.
    Default is: â–‘

  • Wallchar
    You can define the character which is then used as the walls/free space on the
    map.
    Default is: â–“

  • Pathcolor
    You can define the color which is used for the pathcharacter.
    Default is: 02 (green)

  • Wallcolor
    You can define the color which is used for the wallcharacter.
    Default is: 0B (aqua)

  • noexit
    Removes the exit on the map. The entrance can still be used as the exit.
    Usefull when used with "Drawlimit".

  • Drawlimit
    Set a limit of path-tiles to be created. Only if used it shows a percentage
    progress of the pathgenerator.
    The use only makes sense if used with "noexit"

  • drm
    (Draw Room Markers)
    Draws a white "X" on map positions where rooms are detected.
    (working but still in development)

Experimental features:

  • ptweak
    A parameter which is ON by default.
    It adds some minimal options to the pathgenerator such as an edge-detector which
    is still in development.

  • Shadows
    Shadows can be defined with a position(up, down, left, right) and whith a color.
    Parameters:
    -shadows
    -shdir
    -shcolor

To-Do:

  • Improve pathgenerator algorithm.
    The Actual algorithm is working and i've not seen any bugs yet, but it create
    "holes" or "big spots" too often. There are too many path-tiles in a specific area.

Bugs:
If the creation of big and ugly spots with too many path-tiles count as a bug... yeah, there's a bug.
Other bugs are not known yet, but i''l promise: As i progress with the script, i will add some bugs from time to time ;) #retro



all-ages

Added an example script for output processing and a new parameter to list all scripts and show they're info-file. Parameter:

-list_outfile

Also improved some Code.

Added option to load own scripts as a module for output processing.

outputfile can be assigned with a new parameter:

-outfile

The script must be stored in the own folder-structure of the program.

Also added a script for list all used variables.

I added 2 debug commands:
-dps ("Debug Path Stepping". Enables stepping through the pathgeneration)
-esm ("Enable Shadow Map". Enables preview of only shadows.
Off by default)
I also edited some Code to improve performance.

Fixed 2 bugs: The startpoint/entrance doesn't appear and the actual line
moves at a very ugly position and this affected the hole map.
Second bug was the handling of parameters. incorrect formatted strings.

I decided to add some more features and fix some bugs before i work on the final map output.
Some features in mind:
-Lakes
-Randomizer
-presets