LarryTyphoid
Scholar
- Joined
- Sep 16, 2021
- Messages
- 2,233
Blobbers seem like a popular genre to develop here, so I figured it'd be a good idea to have a dedicated thread.
One solid resource is this page on dungeoncrawlers.org, which includes free assets, tools for creating graphics and maps, and tutorials for first-person dungeon crawlers in multiple different popular gamedev engines.
There's also Gardens of Imagination, a dedicated book for first-person maze games published in the 90s. It can be ordered online for pretty cheap, but there aren't any PDF scans out there. The code used in the book is written for VGA DOS machines and so you can't go around copy and pasting code, but you can find maze-drawing algorithms and other bits of advice. Unfortunately, its resources for turn-based, 2D games is limited, because it starts going into raytracing and real-time 3D graphics rendering sometime after the third chapter.
Game Developers Magazine has multiple entries on turn-based 3D mazes, starting at issue 4. I haven't read through them all myself, but a lot of it does focus on VGA rendering which isn't going to help that much working with modern computers.
I'm sure there are better resources out there but these are the few I'm aware of. There are also threads on this very forum like this thread by Grauken, in which multiple devs give their insights on how to implement different maze layouts.
One solid resource is this page on dungeoncrawlers.org, which includes free assets, tools for creating graphics and maps, and tutorials for first-person dungeon crawlers in multiple different popular gamedev engines.
There's also Gardens of Imagination, a dedicated book for first-person maze games published in the 90s. It can be ordered online for pretty cheap, but there aren't any PDF scans out there. The code used in the book is written for VGA DOS machines and so you can't go around copy and pasting code, but you can find maze-drawing algorithms and other bits of advice. Unfortunately, its resources for turn-based, 2D games is limited, because it starts going into raytracing and real-time 3D graphics rendering sometime after the third chapter.
Game Developers Magazine has multiple entries on turn-based 3D mazes, starting at issue 4. I haven't read through them all myself, but a lot of it does focus on VGA rendering which isn't going to help that much working with modern computers.
I'm sure there are better resources out there but these are the few I'm aware of. There are also threads on this very forum like this thread by Grauken, in which multiple devs give their insights on how to implement different maze layouts.