Dungeon Swim - Experiment into 3D Roguelike Design
Breshenham Line-Drawing Algorithm in 3D Early Test
Brief Postmortem
This project was abandoned in a very early alpha state. All that was really finished was the movement system and a Breshenham's - Based "line-of-sight" test. Mostly I thought that being able to move 26 directions would make the positioning game, important to this highly tactical genre completely irrelevant; while simultaneously making it harder to understand the player's position. I won't clearly say that 3D roguelikes cannot work, but it would require limiting the terrain edges in an extreme manner to prevent simply being too many degrees of freedom. The issue coming not from the 3D rendering, but the free movement in all 3 axes.
On the positive; I interpolated Bresenham's into 3D and pseudocoded how to make A* do similarly; though I cancelled the project before working on that portion, due to aforementioned issues.
On the positive; I interpolated Bresenham's into 3D and pseudocoded how to make A* do similarly; though I cancelled the project before working on that portion, due to aforementioned issues.
Further Steps
There are two potential ways to revive this project:
1. Keep the intended 'swimming' artistic themes in a more traditional [2D] Roguelike.
2. 3D roguelike in an area that vastly restricts movement in several direction; using factors like strong currents that prevent turning back or being inside thin (like radius 2-3) pipes.
1. Keep the intended 'swimming' artistic themes in a more traditional [2D] Roguelike.
2. 3D roguelike in an area that vastly restricts movement in several direction; using factors like strong currents that prevent turning back or being inside thin (like radius 2-3) pipes.