Dreams Game Informer Coverage This Month

Oct 12, 2012
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I was trying to come up with a way of generating random dungeons but didn't know if you could emit exits. This is why I've made it run backwards from a 'fixed' exit to an emitted start + teleporter. But it looks like you may be able to emit exits:

Here's my idea adjusted to compensate for not being able to emit exits:

1: Place down exit as the starting point
1a: Take 6 pieces: A square, a square with one exit, a crossroads, a round room, a corridor, square/circle with teleport location logic. (all within the same grid size)
2: Place two tags on each exit of all shapes (red/blue).
3: Save each shape into an array of 5 emitters which are set above the grid on a platform.
3a: Put two dephysicalised pieces of material either side of that platform, leading down into the grid and place followers on both for red/blue tags.
3b: At the bottom of those two dephysicalised pieces, place a cross piece with a raytracer on it.
3c: Check for solid surface ahead. Also use this to rotate the emitters so they face an opening before emitting.
3d: If solid wall detected, emit square/circle.
4: Attach each emitter to a randomiser, setting the most common pieces (corridor, crossroads and square with exit) to emit more often. Set the round room and the square as the rarest emitted object. Add timer to the emitter logic to end when no more tags are available. When only one tag left, emit square/circle with teleport logic.
5: Launch project dungeon generator at the exit point.
6: Exit to a blank location and pause for the next dungeon to be rendered
7: On finishing, teleport to start location.

 
Feb 15, 2017
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I remember sending a tweet to those guys a few years ago asking if there is a way to make boss fights paterns to get bigger and challenging encounters. They replied that they were working to those features at the moment. I really want to play and create in this game.
 
Mar 24, 2017
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This thing will have to come with a manual. If it's as powerful (and as versatile) as tools like Unity or Unreal, I'm a bit concerned it will be over-complicated for the vast majority of ps4 users...
 
Oct 12, 2012
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This thing will have to come with a manual. If it's as powerful (and as versatile) as tools like Unity or Unreal, I'm a bit concerned it will be over-complicated for the vast majority of ps4 users...
Entry level stuff is going to be easy for anyone. It'll just be like lego but with community created bricks. It only gets complicated when you start thinking about open world solutions and things like that.
 
May 1, 2010
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This thing will have to come with a manual. If it's as powerful (and as versatile) as tools like Unity or Unreal, I'm a bit concerned it will be over-complicated for the vast majority of ps4 users...
Most people will not make anything but enjoy what others make, much like Youtube kids that don't even play games will watch other people play them & they also enjoy watching other people open products.
 
Likes: mckmas8808
Mar 24, 2017
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Most people will not make anything but enjoy what others make
Yeah it's why I said before that the market is different between gamers and creators, therefor they should release two different packages, with two different prices.
So Twitter is the best place to host of 20 MB file?
Don't think so since it degraded the quality of my gif...
 
Mar 24, 2017
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Won't probably watch it entirely since there does not seem to be any new images and English is not my native language.
Any update on the beta? Coming soon? And the release?