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Uh, before you go to all that effort, have you seen the T-Engine? Lua-based, numerous customizable level generators, LOS, lots of options like hex, full graphics and sound support... You would be very hard pressed to rival it.
living in caves hunting polar bearsSounds awesome, but … hasn't someone already done that?
Uh, before you go to all that effort, have you seen the T-Engine? Lua-based, numerous customizable level generators, LOS, lots of options like hex, full graphics and sound support... You would be very hard pressed to rival it.
It seems like most of the areas you mention are generic system things, handled already and in better ways than you will ever achieve. I just don't think an extra level of abstraction accomplishes anything since most modern system interfaces are so simple now anyway (i.e. sfml). As far as the roguelike features, as Darren mentions we already have engines that do that as well. Personally I think using any kind of engine like this is very restrictive and inhibits the learning process.
If a beginner wants to draw an image on the screen in their first game project, I don't think they should have to go read the PNG specification, integrate the FreeImage library, and learn OpenGL.
Graphics 800,600
image=loadimage("image.png")
drawimage image,0,0
flip
waitkey
Uh, before you go to all that effort, have you seen the T-Engine? Lua-based, numerous customizable level generators, LOS, lots of options like hex, full graphics and sound support... You would be very hard pressed to rival it.
Yeah. Let's give up everything we do because somebody has already done it. We would be still living in caves hunting polar bears if everyone kept thinking like this.
What you're suggesting can be done, but may take years of hard work, so be prepared for that.
I'd like to hear any thoughts or suggestions anyone has.