creator cover Magomet Kochkarov
Magomet Kochkarov

Magomet Kochkarov 

BADCOM - a place where bad guys create good games

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About

Hi!
My name is Magomet Kochkarov. I'm a game developer from Russia. In my spare time I develop code snippets that could be used with Conitec GameStudio A8 and share them with my subs in YouTube and GitHub. 
You can find me here:
Best regards!

Dungeon generation (BSP) part 3 (done)

Hey folks!

This is going to be a quick one, since I'm having some health struggles atm. So far this is my current progress with BSP dungeon generation algorithm. The only difference from my previous post is, that I generated simple 3d visualisation of the dungeon from the BSP + found connections (doos?) between rooms and corridors. You may find corridors being too linear, and I don't like that myself too, to be honest. Just out of my head, this maybe could be avoided by some A* pathfinding. Like f.e. picking a random cell on the edges of the rooms to be connected (let's say A and B) and then find path between those cells. It may result in a better visual results, but might not be the best solution.
So far I'm done with BSP dungeon generation. Next, I'm going to invest some time in going through an amazing article written by Bob Nystrom. it basically places rooms first, then make some mazes using growing tree algorithm and connect rooms to the maze. This is a very basic idea of what I'll be doing.
Don't forget to checkout this amazing article and the source code https://journal.stuffwithstuff.com/2014/12/21/rooms-and-mazes/. Big thank you to Bob Nystrom for his time and effort he puts into those awesome articles. And yes, you can find out more dungeon crawler related tutorials in his journal! 

So far, this is all I've got for today folks. Sorry for keeping it short. 

Best regards!

Dungeon generation (BSP) part 2


Hey folks!

This time around, I'm going to show you my current progress with BSP dungeon generation algorithm. So far, room placement and room connections are working great.
Here are some tips on how it works:
1 - Inside of each leaf of our tree, we create a room at a random position with a random width, height. All within the leaf size.
2 - To connect those rooms, we first connect each leaf's center to it's sister leaf. After that, we go up one level in the tree and repeat this process with parent nodes, this will connect sub-regions either between two rooms or corridor and a room or two corridors. 
3 - Repeat the process until all sub-dungeons are connected. 
Next I'm going to add doors and make a very basic 3d visualization of our dungeon, so it's actually created in a 3d space from our data structure.

Dungeon generation (BSP) part 1

Hey folks!

As I'm learning new data-structures, I've decided to apply my knew knowledge to create randomly generated dungeons. This time I'm planning to use binary space partitioning. There are huge advantages of this method over my previous algorithms, since tree data structure will allow me to manage level generation process (f.e. start/finish positions, switches/keys, closed doors, etc) more easily. The basic idea is quite simple: I recursively divide the surface available for dungeon generation and each iteration will divide the surface randomly either horizontally or vertically. Each new partition that we get as a result of such division is going to be used as a node in the tree data structure. 

The main challenge for me is going to be writing such a data-structure in LiteC since Game Studio doesn't provide any data-structure libraries and only fundamental fixed-length arrays are available out of the box. I'd say it's quite close to coding in C, but with a wanky compiler.

Turret system

Hey folks!

Recently I've started working on a turret system for my sub. So far it's coming out nicely and I'm quite happy with results. The main goals were to have a basic but still decent state machine for turret + handle all aiming via rotating the bones of the model. The last part was quite tricky, since acknex doesn't provide a good library for handling angular calculations. So far it seems to be working!
As for the state machine, it's quite simple. It contains only 4 states: PATROL, AIM, SHOOT, RELOAD. In PATROL state, turret each 0.25 second checks if target is within the shooting range + if it's visible. If target is visible, it switches to AIM state, where it tracks position of the target for a several seconds, while shooting is fully charged. If while doing so, turret losts the target, it still shoots the rocket into last known position of the target, so AIM state switches to SHOOT where rocket entity is actually is going to be created. After creating the rocket, state machine switches to RELOAD state, where turret sits for a couple of seconds before switching to either PATROL (if target is out of the range or not visible) or to AIM state (if target is visible) and the cycle continues. 

Extra menu

Hey folks!
So today I was finally able to finish the extra menu system! There are some cosmetic tweaks that need to be made, but overall it's all done. Pls let me know what you think about how it turned out at the end!
Best regards!

Music player cutscene WIP


Hi,
I wanted to share some progress on the menu system that I've been recently working on. This time, I've finished the cutscene for the music player! It's all WIP yet, but you can already see where it's heading! I'm supper happy with the results so far. What do you think? 
Best regards!

Character viewer menu WIP


Hey!

As I've mentioned in my previous post. I'm currently working on a menu system which shows unlocked characters. This is very WIP sneak peek into how it looks like at the moment. Pls note, that the game engine I'm working on doesn't have automatical panel/text or TTF fonts rescaling when changing screen resolution, so I had to do all that myself. Overall it's been a quite challenging task and I don't put my hands down! 
Best regards!

HAPPY NEW 2025 YEAR!!!

Hey!
I just wanted to wish happy new year to everyone! If you reading this, I wanted you to know, that I wish you all the best in this new year. I wish you good health, family well-being, success in all your work and most importantly a peaceful sky above your head.
This year, I'll try to be more active on the blog! I'm already working on a very interesting sub menu system, which has some fancy features like music player with spectrum visualisation and character viewer to show all unlocked characters in the game! 
My best regards!

Silent hill like fog system

Hey folks!
Recently I've been working on a sprite based fog system. It's quite fast and I'm very happy with how I got things working!
I generate fixed amount of fog sprites at the random position within the seedbox, which can be moved with any given position (camera view, or any entity as shown on the video below). When a sprite goes out of the seedbox, I cycle it's position back on the opposite side of the seedbox and since sprites are faded out on distance, this is nearly seamless to the player. This also helps to optimise things a lot, since I don't constantly create/remove fog sprites.
Best regards!

Second player is connected !


Hey!
Lately I've been busy working on another cutscene. This time it's a cutscene to reveal a second player! So far it was a great experience working on, and I'm really glad with how it's turning out to be. Keep in mind that this is still WIP and a lot of animation rework needs to be done. I'll try to keep on updating more often! 

Best regards!
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