The legend of the chambered is a tale that has been passed down through the ages, revered and revered as a tale of great mystery and wonder. It tells the story of a chamber, hidden deep within the earth, that holds within it unimaginable treasures and secrets.
According to the legend, the chamber was created by an ancient and powerful being, who imbued it with great magical powers. It is said that this being was a master of the arcane arts, and that he used his powers to create the chamber as a place to safeguard his most precious possessions and secrets.
The chamber is said to be hidden within a network of tunnels and passageways, deep beneath the earth's surface. It is said that the only way to reach the chamber is through a series of complex puzzles and riddles, which must be solved in order to unlock the chamber's secrets.
Many have sought out the chamber over the years, driven by a desire to uncover its secrets and uncover the treasures it holds. But few have ever succeeded in finding the chamber, and even fewer have managed to unlock its secrets. Those who have succeeded have returned with tales of great riches and treasures, and have spoken of the chamber's magical powers and the wonders it holds within.
Despite the many attempts to find the chamber, it remains a legend, shrouded in mystery and shrouded in the mists of time. Some say that it is nothing more than a myth, a tale told by ancient bards to keep their listeners enthralled. Others believe that it is real, and that it holds within it the key to unlocking the mysteries of the universe.
No matter what one believes about the legend of the chambered, it remains a tale that has captivated the imagination of generations, and one that continues to inspire those who seek its secrets today.
The Legend of the Chamber of Secrets
Did you roll your own raycaster for this? I don't like the sound of adding duck just for picking up nearby stuff, but maybe you have other uses for it in mind! How would a gui component for showing things on the ground near you look? I loved both Dungeon Master games, I loved both Eye of the Beholder games the third one doesn't count! The other minor thing I found frustrating was that you effectively have a minimum range for picking up items - when you're standing on top of something you can't see it onscreen so can't pick it up. I build a list of all walls near the player, clip them against the viewport, then render them in Z order by building a polygon of them and texture mapping it. Automatic coin pickups and a shared party purse is a great idea, though! The grid-based thing might be interesting. Logged It's not a raycaster at all, actually. All in all, though, this is quite a nice start, and I look forward to future iterations of this. « Last Edit: May 06, 2009, 02:20:05 PM by Ed» Logged I'm half-toying with the idea of making movement tile based like in those really old dungeon exploring games. I think the combat works alright, although it's rather hard to play as a team of 4 characters having to attack for each of them.
Now knowing there items end up, like which player is carrying what, is also probably fairly frustrating. Depends how far you want to go with automating this stuff. Those are usually the two areas I fail at the most. Or, maybe, auto-equip if it's clearly better than the current item? For the latter, maybe you click on the equipped weapon to toggle a highlight on it so the button lights up or whatever and then whenever an enemy is in front of the party the character automatically attacks with the weapon. Automatic coin pickups and a shared party purse is a great idea, though! I tried something like that briefly but I didn't have any interpolation between positions and it ended up fairly unpleasant to look at. Other than that, it's bringing back a lot of good memories, including the scariness of DM, which is no mean feat! What's the old game that had that sort of interpolated 3D world movement? Logged Hi, thanks for the feedback.
Since each column is aligned with the screen no tilted walls , this texture mapping is very very fast. A while back, I decided to just buckle down and make one, from scratch, drawing all the graphics myself and doing all the level design. The viewport already has the horizon fairly high up in the screen in an attempt to fix this, but it doesn't really work too well. I kind of resented having to put each coin in an inventory slot manually Fun stuff though, keep going! It's a really cool RPG like minecraft but without building and lots more dungeon raiding and stuff. . .