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Messages - Krice

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Events and News / Re: Nathan withdrew Interhack from sourceforge
« on: May 24, 2017, 10:39:31 AM »
Why did this Interhack (whatever it is) used Nethack's source code? Why would anyone do something like that. You can put monkeys write random code and it will still be better than Nethack's source code.

Developer's Lycaeum / Re: Dungeon generator protoype
« on: May 21, 2017, 10:47:19 AM »
something as simple as potion colours becomes hard to make distinct from one another.

Potions could come in different shapes. Also, symbols could be one option. I recall symbols were used in Dungeon Master to show the power level of a potion.

Design / Re: Skill category problem
« on: May 20, 2017, 07:53:20 AM »
At the end of the day, of course, it all depends on how you implement skills overall

I think there will be no skill trees and the category is probably going to be just a way to manage skills easier, both in programming and gameplay (skills are arranged by category so it's easier to see what kind of skills your character has). The plan I have for skills is that they are quite rigid and once you have certain set of skills it's hard to learn other skills. It's an idea of a "strong" role-playing style and skills could be an essential part of it.

Design / Re: Skill category problem
« on: May 17, 2017, 04:50:21 PM »
I suggest to put 'searching' into 'thievery' group - if I'm not mistaken, lots of RPGs (D20 / DnD based mostly) chose that way

I have no idea why. Anyway, another maybe strange category is for building and mining skills which I've named 'working'. Probably not the best one for that. I have 'bushcraft' category so it could be logical to name the category 'minecraft'.

An additional trouble when creating this stuff is english which is not my native language.

Design / Re: Skill category problem
« on: May 17, 2017, 11:17:54 AM »
For now I'm using 'exploration'. Everything is kind of chaotic right now, I'm trying to figure out skills and inner abilities.. it's a nightmare, because I don't have any kind of plan.

Design / Skill category problem
« on: May 17, 2017, 07:40:44 AM »
I have a silly problem with 'searching' skill. I've created categories for skills (like combat, thievery, athletics, bushcraft etc.) but I can't figure out a proper category for searching. At the moment it's the only skill in its category. Maybe trap detection could be also in that category (it's now in thievery).

Design / Re: Keyboard command survey
« on: May 17, 2017, 07:36:25 AM »
What I ended up is using q for drinking potions and Q to drink from larger objects like fountains. It seems to work very well, also with other similar key combinations (r=real scrolls from inventory, R=read signs, graves etc.) and so on. It's a bit against typical key bindings, but I think somehow more logical and easier to remember.

Off-topic / Re: Which operative system do you use?
« on: April 30, 2017, 06:36:56 AM »
Windows 10 for programming (Visual C++) and OSX for music. I would use OSX for programming as well, but it's ridiculous how difficult it is. Must be something like that in linux as well I guess.

Developer's Lycaeum / Re: Dungeon generator protoype
« on: April 23, 2017, 06:44:49 AM »
I find this kind of funny, because if there is something we roguelike players don't care it's pretty screenshots from a graphical engine. But I hope the game will be nice as well. If we get an actually good role-playing game with graphics like this I'm not against it at all.

Programming / Re: Assistance with first rouge-like
« on: April 18, 2017, 08:35:17 PM »
reading other's source code is fairly difficult

It depends on source code quality, which sadly is quite poor in most roguelike projecs. Still, I would argue for it, because you get an idea about the amount of stuff needed in a roguelike, even you can't understand every detail of the source code.

Programming / Re: Assistance with first rouge-like
« on: April 18, 2017, 08:30:00 AM »
First thing is that it's rogue, not rouge. My second advice is that try to read source code of existing roguelikes and figure out what is happening there.

Events and News / Re: Roguelike Radio podcast
« on: April 11, 2017, 06:50:50 AM »
Think I'm going to pass this one. I would probably just get angry listening about all those great ideas and 7DRLs no one is actually playing, and start to drink.

Design / Re: Reconciling real time and turn based gameplay
« on: April 08, 2017, 09:44:23 AM »
Still, if I am not permitted to talk about this game on this forum, where would you suggest that I start a development log for getting feedback

Well, you can talk about it of course. Most 7DRL games are not roguelikes and trying to keep the genre "clean" has proved to be quite impossible anyway, so... You never know, it may be an interesting attempt to follow and in my opinion this is the best forum for games that are somewhat close to roguelikes.

If you think about real time role-playing games then I would say Dungeon Master -type games did it right (Legend Of Grimrock as a recent example of that genre). They are real time, but they are quite slow so you have the time to make decisions. In some role-playing games you can actually pause the real time to make decisions, which I think is hilarious, because it's quick fixing a fundamental flaw in the design.

Design / Re: Reconciling real time and turn based gameplay
« on: April 07, 2017, 08:58:37 PM »
if you think the time-based system will work out in the end, or if a more classical

It's hard to say, but you should know it the best as the developer. Roguelikes (and other turn-based games) are turn-based for a very good reason. If you don't understand why that is, then you are not developing a roguelike game and should find a more suitable forum for your non-roguelike game.

Off-topic / Re: Grey hair
« on: April 06, 2017, 07:01:40 PM »
Someone hacked your account, Slash? I hope that's not why we create roguelikes.. I'm creating them because it's fun to play roguelikes. You can sometimes forget that, but if that should happen I guess then it's time to move on and do something else.

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