Day 2: Steamy walks
Did some more work on the way steam flows visually and dungeon movement. Tomorrow I'll try to get some combat stuff in.
Work done:
- Basic movement around the dungeon (turning even!) and a grid map that has solid walls
- Nodes which when powered correspond to actions (just whether you can move for now)
- A slightly altered UI which removes the middle tab that was going to be used for loot. I think I will just use the upper right screen instead and make it bigger.
- Playing around with the way you can see steam in the pipes. Right now it's a filled image and the pipes have little windows you can see into the levels. Really what it should be is that the pipe's get a thicker color the more steam is in them. Also the windows may be too small.
- Windows: Steam can be seen in pipes by their little windows. Some pipes may not have windows. Currently implemented but makes testing hard and playing harder
- Background steam levels: Change the background of the pipe to the steam color. Will change for now since it's easy and obvious.
- Tooltip indicator- when you mouse over a pipe it has a visual indicator for it's pressure. Currently have a tooltip that only shows it numerical.
- X-Ray: A toggle option to see the x-ray of everything. Would be awesome but too much dev time right now.
- More robot drawings of course (next one's a test with a different perspective, not-mirrored)
I also took a look at Factorio's liquid mechanics and found that Zach had posted an explanation Bureau of Steam Engineering's flow equation. Short answer: Factorio ran into the same problem of not calculating multiple connections at the same time, which means that a tee junction will always favor one direction over the other. Reminds me of the Knapsack Problem where calculating the right distribution is mathematical challenging. Was pumped when I found Zach's own explanation of BSE:
For the curious: the pressure algorithm works by iterating over all paired connectors, each with a volume estimate and a pressure, and exchanging a “steam amount” (representing n in the equation PV = nRT) to neutralize the pressure between the two components. This is repeated until the pressures between each pair of connectors are neutralized to an acceptable degree (I believe I used a value of around 0.15 PSI).
Less pumped when I realized I've forgotten a lot of algebra. Any case I think I'm going in the right direction, will try mess with some numbers and seeing if I can smooth it out. Worse case scenario I just up the tick speed and decrease the incoming steam and it will sort itself out. Also joined a game jam to give me a more of a sense of time-frame and meet some new people. If any are reading, hello! Can't wait to see what you come up with!
Files
Get Boilerplate Prototype
Boilerplate Prototype
Steampunk robot puzzle dungeon crawler.
Status | Prototype |
Author | Munro |
Genre | Role Playing, Puzzle |
Tags | Dungeon Crawler, Loot, maze, Robots, Roguelite, Steampunk, Tilemap, User Interface (UI) |
More posts
- Day 7: Root of LootJul 19, 2018
- Day 6: Combat WombatJul 18, 2018
- Day 5: One point perspectiveJul 16, 2018
- Day 4: Ratio StreamJul 16, 2018
- Day 3: Hello maps!Jul 14, 2018
- Day 1: Steampunk Dungeon CrawlerJul 12, 2018
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