Yep, I know this game has been remade a million times but here’s a demo of my Lander clone ![]()
Does anyone know a good starting point for procedurally generating level maps? Bearing in mind that I’m fairly noobtastic…
Play it here: Lander Demo
Yep, I know this game has been remade a million times but here’s a demo of my Lander clone ![]()
Does anyone know a good starting point for procedurally generating level maps? Bearing in mind that I’m fairly noobtastic…
Play it here: Lander Demo
Personal best: 6.5sec
Anyhow, I don’t think you really get to “feel” how the game feels with its controls in that tiny little level whereas you only fall, steer left/right and then land.
I think we would be able to give you some more feedback if you gave us a bigger level, and with some climbing as well, not only falling.
As for the generated level. No idea, sorry.
Great start for your first project!
However not sure what you mean by procedural level…?
explain a little more what you mean by that and I will en devour to help if I can… ![]()
A very nice start.
If you mean generating levels dynamically at runtime check out a recent thread on procedural dungeons. I’m not sure it goes into coding details but the concept is discussed.
I’ll try and find the link
http://forum.unity3d.com/viewtopic.php?t=30206&start=0
Matt.
Looks cool so far, I was awful at it but it still seems fun.
As far as procedural levels go, it really depends on what the level is made of.
Thanks guys, this is just a prototype for now of course (I CANNOT believe someone got 6.5 seconds!).
The current level map is a mesh I knocked together in Maya.
What I think would be cool is if I could use a set of parameters to generate random level maps. I guess quentinp’s procedural dungeon would be a good starting point, but I need to generate a more irregular shape.
Then I could use parameters like length, gap size, number of rocks and number of enemies to create levels that gradually increase in difficulty.
I know, it’s not very well thought out yet but I’m on it!
I don’t know, I got 7.2 on my first try, and got 6.6 a little later. It’s not that hard if you’re not afraid to point downwards. Heh!
I don’t like how the ship always tries to point up when you apply thrust. It isn’t all that bad of an idea I just don’t like it when it occasionally decides to take the long way when trying to point up (where it should turn counterclockwise but instead goes clockwise which in the process makes you point down which means you fly down and crash). However because of this feature (the pointing up feature, not the go the wrong way glitch/feature) you are able to get around some corners very quickly. By doing this I was able to beat the level (not on my first try) with a time of 5.6. I must of gotten lucky because it took me a few more tries before I could do it again but when I did I ended up beating my old time. Instead of trying to explain how I beat the level I will show pictures of what I did (these pictures where not all taken from the same attempt but it does show how I beat the level).
(Pictures go from left to right and from top to bottom).
Picture 1: Go to right tunnel and point down.
Picture 2: Boost. The lander will then try to point up and you will drift around the corner (but only if you do it right, otherwise you will crash).
Picture 3: Slow down and land on platform.
Picture 4: First time getting good score.
Picture 5: Second time getting good score.
It would be nice if you added a speed meter (to know if you are going slow enough to land safely) and also if you displayed the player’s current time (so the player can see they are taking a long time and panic because they want a better time and then try to go faster and end up crashing themselves).
Almost everything I make uses procedural levels and I keep on discovering new ways to do it. The best way for something like this at least that i have discovered would be to use tiles which are aware of where their openings are then make them create new tiles at any openings that do not already have adjacent openings.
I haven’t actually tried this yet but it sounds like a fun idea for a quick dungeon explorer game so I shall do it soon.
@Mem Dixy
Hi, thanks for checking out my game ![]()
I believe you are using the ‘up’ key instead of space to boost. Pressing up enables a kind of auto-stabilize feature I was working on. But yes, it doesn’t work very well if you are upside-down! I’ll continue tinkering until it feels right…
Oh I see, knowing that makes it a bit easier to control the shuttle. I was messing around with the game again and I think I like that “turn the wrong way” glitch because it allows one to turn corners very sharply (and also because now I know that you can use the space bar to move). Maybe you should make it a permanent feature. The way it is set up now it will turn counterclockwise if you are pointing right unless you are pointed passed 120 degrees to the right then it will turn clockwise. If you were to keep this feature I suggest that if the player has the right arrow pushed down when you push the up key the shuttle will turn clockwise (continually until you let go of the up arrow) and counter clockwise if the up arrow and left arrow is pushed down. If only the up arrow is pushed down then it can auto level. This would be a nice feature because it allows one to turn much faster then if you where only holding down the space bar and trying to turn.
It is a good thing that the shuttle has an easier time turning clockwise (because of the glitch) otherwise I would of not been able to get my new best time of 4.6 (it took me several tries, the first time I got it it showed me my time then a second or so later it said I had crashed so there was no time for a screenshot (probably because I was only halfway on the landing pad and I fell off) and after several more tries I beat it again with a slightly better time then before). I basically used the same technique that I explained in my last post: fall a bit, turn right 120 degrees, spacebar boost, up arrow (shuttle turns clockwise because of glitch and turns around corner), slowdown, land on platform.
Also I don’t like it how the shuttle blows up when you run out of fuel because sometimes there is still a chance to beat the level. For example if near the end of the level the landing pad where on top of a tall hill and you knew you were low on fuel. You would use all your fuel to boost in attempt to try to reach the top. When you run out of fuel you may be lucky and have enough momentum to reach the top of the hill. You would then try to point up so that you would have a chance of successfully landing on the platform. Or perhaps if you were trying to land on the platform and you use up all your fuel trying to slow down. If you were successful in slowing down you would land safely. And also it is fun when you run out of fuel to spin the shuttle around in circles as you watch it fall and crash to the ground.
