I did!Who recorded the Minotaur shout ?
It is! (not my idea though, I just did the soundfx, like breaking parsley to get a "crunch" and reverbing and slowing down to get the grunt. For the footsteps I just took a cardboard box, and randomly put in objects, then shook the box to get "footsteps". Some things were recorded in the bathroom, that gave a natural reverb. The device used to record these sounds was my Pandora, as there is no fan to interfere with the recording. Oh, also: recorded some things at night, when there is less ambient sound, I might have freaked the neigbours out when doing my 9th bull yell while shaking a box full of stuff).while providing a way bigger game area was genius
getting chased by this beast without being able too see where youre going
Personally ive spend more time in pm messages than actually programming tho. The code is very small. But the map generation and enemy AI turned out extremely well.Funnily enough, I have the Android version, but I get your point about dimensions on the lowrez.
I've had an interesting mechanic, but not sure how it could be turned into a game.
Basically, you create a window of 64x64, but it's not fullscreen, and not scaled. Then, you use the Window's X,Y position to reveal a different portion of the map.
So it's a race to get out, you can scout ahead with the window, but then can't see your player (though he will still move)
- A maze is generated the 90% size of your monitor resolution (to allow for window decorations)
- A player is put somewhere in it
- An exit is put somewhere in it
- "Monsters" are put somewhere in it
- And a timer
- You control the player with the keys (WASD and arrows), and the window (viewport) with the mouse via standard windowing
- Maybe some hotkeys to centre back on player and exit?
Looks like you could use love.window.getDesktopDimensions and love.window.getPosition
For maze generation, could either go full procgen, or could just define about 16 predefined blocks that we stitch together, then just make sure it's traversable to the end?
Hmm, there is the "olé" (Spanish Toreador) tactic: If you find a T, that is, a long-ish dead-end passage and a side corridor, you can walk into it's field of vision, it will start running straight towards you, then you go into the corridor. The bull will keep running straight into that corridor until it hits the wall, but meanwhile, you can make a beeline to the corridor he was (usually where the crown is) and it will not chase you. Then, just go back to the corridor it's in, but watch out it has no visual on you, and do the same again, but with another corridor (so you need to look around well first before you act).Initially this was supposed to be harder.
For historic reasons, this is the pm where the game was made up. Funny to see how it ended.
Personally ive spend more time in pm messages than actually programming tho. The code is very small. But the map generation and enemy AI turned out extremely well.
And as for beating a map, there are several strategies one can apply.
Observing the minotaur is helpful. At the beginning it walks to the crown and guards it, if you snitch it, it walks the same way in reverse to the stairs.
It does not directly use the shortest route to the player unless you get into its line of sight. Thus you can actually follow it behind.
Or in short: It has no AI, it just follows a fixed path, observe it and you can tell how to avoid it.
If you try to escape however, it walks and runs the same speed of the player so if you can avoid running into a wall it cant catch you.
And if you are desperate: It does kill on touch, NOT by being on the same tile. Since you can move a bit on every tile it is possible to pass it by running or pressing against a wall.