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TGB Dungeon Builder
TGB Dungeon Builder
| Name: | David Higgins | ![]() |
|---|---|---|
| Date Posted: | Mar 18, 2007 | |
| Rating: | 5.0 out of 5 | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for David Higgins |
Blog post
Ok, some of you who lurk around the forums may be aware of this, but for those of you who do not read or don't have access to the TGB Private Forums, here's what I've been up to this week ...
Pseudo-3D Dungeon View
Now, for those of you who can't access that, basically, a question was posed about how to create a "Pseudo-3D Dungeon", similar to what "Cute Knight", or "Eye of the Beholder" uses ... well, after reading this topic, It sort of peaked an interest ... being me, what did I do, I started writing code to do it ...
Here's a link to a Video I just took a few minutes ago, it's a general "walk through the dungeon",
TGB Dungeon Builder by David Higgins and James Rozee, Video Demo 1
TGB Dungeon Builder, Demo 2
I give James Rozee quite a bit of credit, he gave me the idea, as well as the artwork used (his artwork looked a lot better then it does in the video, I took the liberty of adding debug outlines and text, his textures are seamless!)
The second Demo shows some of the glitches corrected, and I now believe the render system is finished and just needs a usable framework wrapped around it ... the 'UI' displayed in Demo 2 was actually taken from one of James .plans, I believe it was made by Nauris, as an alteration to one of James concept UI's ...
And, onto the necessary screenshot stage of this .plan:
One of the original renders, with debug outlines

Another render, using James newly provided art

And, a "PoV" altered render

Enjoy

UPDATE: <sarcasm>I'd like to thank Richard Van Stone for his contributions as well, without RVS I would not have found the Edit->Transform->Perspective option in Photoshop</sarcasm> -- haha, but no seriously, Thanks Rich!
UPDATE: I fixed some of the rendering glitches, and added a the Demo 2 video link
Pseudo-3D Dungeon View
Now, for those of you who can't access that, basically, a question was posed about how to create a "Pseudo-3D Dungeon", similar to what "Cute Knight", or "Eye of the Beholder" uses ... well, after reading this topic, It sort of peaked an interest ... being me, what did I do, I started writing code to do it ...
Here's a link to a Video I just took a few minutes ago, it's a general "walk through the dungeon",
TGB Dungeon Builder by David Higgins and James Rozee, Video Demo 1
TGB Dungeon Builder, Demo 2
I give James Rozee quite a bit of credit, he gave me the idea, as well as the artwork used (his artwork looked a lot better then it does in the video, I took the liberty of adding debug outlines and text, his textures are seamless!)
The second Demo shows some of the glitches corrected, and I now believe the render system is finished and just needs a usable framework wrapped around it ... the 'UI' displayed in Demo 2 was actually taken from one of James .plans, I believe it was made by Nauris, as an alteration to one of James concept UI's ...
And, onto the necessary screenshot stage of this .plan:
One of the original renders, with debug outlines

Another render, using James newly provided art

And, a "PoV" altered render

Enjoy

UPDATE: <sarcasm>I'd like to thank Richard Van Stone for his contributions as well, without RVS I would not have found the Edit->Transform->Perspective option in Photoshop</sarcasm> -- haha, but no seriously, Thanks Rich!
UPDATE: I fixed some of the rendering glitches, and added a the Demo 2 video link
Recent Blog Posts
| List: | 11/19/07 - Cacheable Web Resources... Oh My! 09/29/07 - The Adventures of Coco the Gorrila in: CocoNuts 09/23/07 - How's it all Add Up? 07/11/07 - Ever wondered how to get your game project update to the rest of the team? 06/30/07 - The dog ate my homework, I swear! 06/20/07 - My latest news, and the new site I just launched ... 05/09/07 - $5,000 sound interesting? 05/01/07 - What Time is It? |
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Submit your own resources!| DodongoXP (Mar 19, 2007 at 00:28 GMT) |
Cheers
| Chip Lambert (Mar 19, 2007 at 00:31 GMT) Resource Rating: 5 |
| David Higgins (Mar 19, 2007 at 00:31 GMT) Resource Rating: 5 |
Also, some general background on the project -- the Tile-Layer that is shown at the end of the video is how the dungeon is actually rendered -- the 'render system' looks at the tile map, to see where floors/ceilings and walls are located ... and then uses some fairly basic math algorithms to render the images properly on the screen ... the images used are a power of two, the square wall image (says "wall") is a 512x512 texture, and the Left, Right, Ceiling and Floor images are 128x512 and 512x128 depending on whether they are vertical or horizontal ... they are then scaled up or down by 50% (configurable for different art assets) to give the appearance of 'depth' ...
| Bob (Mar 19, 2007 at 02:02 GMT) Resource Rating: 5 |
| Tom Eastman (Eastbeast314) (Mar 19, 2007 at 03:10 GMT) |
| Tom Bentz (Mar 19, 2007 at 03:21 GMT) |
| David Higgins (Mar 19, 2007 at 03:35 GMT) Resource Rating: 5 |
In the video, you'll see some frames where it renders "wall" and nothing else ... this is because I stepped outside of the boundaries of the "dungeon" and was actually standing "in" the wall -- this has nothing to do with the render system, and should be controlled by the player movement, in the player callbacks for interaction (keypress, mouse down, whatever) some look-ahead code should be added to prevent the player from walking "into" a wall ...
With the, as I see it at this point, completion of the render system ... I am now going to focus on some more general "Dungeon" framework code ... such as the previously mentioned "walk into wall" prevention code, as well as the ability to place items into the dungeon, such as objects, NPC's and ... MONSTERS!
I'm also going to look into rendering some "FPS" style hands as well ...
For those who are interesting, and reading, I'm a developer, not an artist ... James has been kind enough to provide some artwork, and I'm always willing to accept free hand outs for additional artwork ... anything that would be useful ...
Thanks for all the kind words, I'll try to keep everyone updated as to the progress, and eventually have this "out" as either a free resource or a commercial content kit ... depending on the amount of work put into it ...
| Matt Kronyak (Mar 19, 2007 at 08:13 GMT) |
| Leroy Frederick (Mar 19, 2007 at 11:17 GMT) Resource Rating: 5 |
| James Rozee (Mar 19, 2007 at 13:20 GMT) |
| Allyn "Mr_Bloodworth" Mcelrath (Mar 19, 2007 at 16:20 GMT) |
| David Higgins (Mar 19, 2007 at 16:28 GMT) Resource Rating: 5 |
This is all, at this point, just an experimental thing we are toying with, and may or may not actually work out as well as were hoping ... if it does not, lighting could/would still be able to be done using additional artwork ...
In either case ... I'll keep everyone up to date with the latest progress ... the best place to obtain information is in the TGB Private Forums mentioned above -- however, for those of you interested who do not have access to this forum, would it be better if we moved the forum discussion into a more general/public location?
| A Herrera (Mar 22, 2007 at 04:07 GMT) |
| David Higgins (Mar 22, 2007 at 05:06 GMT) Resource Rating: 5 |
| James Rozee (Mar 22, 2007 at 16:25 GMT) |
| David Higgins (Mar 23, 2007 at 00:39 GMT) Resource Rating: 5 |
But yeah, as for updates, I do have one ... I started reworking the 'level building' concept a bit, and split it into numerous Tile-Layers, one for the floor, one for the walls, and one for the ceiling, and I even included a fourth that will contain 'objects' ... however, I'm not 100% sure how best to approach the 'objects' concept ... as technically, objects should be able to be placed anywhere in the room (on the wall, on the floor, floating, hanging from the ceiling, etc, etc) ... so I'm toying with a few different ideas, to allow for the best possible object assortment and the least number of restrictions ...
So far, splitting everything up into the 4 tile-layers is working out great, I had a few glitches I had to tackle when I first approached it ... and I am now at a point where I -must- utilize some C++ modifications ...
I wrote a 'getTileSceneObject' a while back that returns a t2dStaticSprite (yeah, naming convention is off, haha) ... and I plan to use that to retrieve the information about the current ImageMap being used, and using a pre-defined 'sprite sheet' configuration, I can quickly and easily switch to the appropriate 'perspective' frame based on Left, Right, Top, Bottom or Front views ...
If I can find a way around doing this, I will, but for the time being ... it's whats gotta be done ... otherwise, you'd have to hard-code the ImageMap into the CustomData, and setting up those brushes is a pain in the arse ... though, it could be scripted, I guess ... I might look into that ... who knows ...
Hope to have another 'useful' update soon, possibly even something worth writing a new .plan about ... ;)
| David Higgins (Mar 20, 2008 at 05:57 GMT) Resource Rating: 5 |
I am currently waiting for the resource to be approved, and once it is, I'll provide a link to it here ... otherwise, just keep an eye on my Blog and you should see it soon.

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