Temple of The Roguelike Forums
Development => Development Process & non-technical => Topic started by: Slash on January 04, 2014, 01:00:41 PM
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None!
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Finishing Threaky Thriday Thieth as a multiplayer game, possibly even real-time. Won't turn out very roguelike, but the original intention was that it should be one...
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My goals are just to write and exercise daily. I already have it all scheduled, as soon as I get back home from holidays and, oh yeah, get over fucking pneumonia.
Another big event goal will be the 7DRL this year. I'm committed to either a comic action RL (turn based, not realtime) or a shooter type game with facing/timing gimmicks. Like turning and moving take time, shooting does not (but only 1 shot per turn). It really will depend on which one looks smaller. Small is better in the 7DRL.
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Is that Slash or someone hacked him?
Anyway, I do have clear plans now that I've started to distribute to do items in a calendar. It seems to work very well, because you don't have to wonder what you should do next.
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Well, I don't have any plans this year other than the usual boring fare. Maybe I'll do a bit more coding than last year. I do plan to spend a lot of my free time roaming the Dungeons of Doom.
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I'll try and learn more about Scheme and programming multiplayer games. And I'll try to get at least couple releases out for the pyherc.
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Release Cogmind.
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I've got 64 goals this year but one of them is a roguelike where you can chat with NPCs. And a party-based 7DRL.
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64 goals. Hell yeah budday!
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The plan with calendar failed already. It starts to feel too much like work when you have to follow what's in the calendar. It was a strong failure. I've developed Teemu much less than I would have without that idea.
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Moar ToME dev.
Orc Campaign.
Run a new modules contest.
An other game set in ToME's universe, details are super secret! shhhh!
A new lua-coroutine-event based library (Pulsar - https://github.com/dark7god/pulsar - not finished)
Upgrade to my mailcatch.com service.
And so many other things .. people say I code fast, but I say never fast enough, ideas overloaaaddd ! :)
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I definitely hope to get Land of Strangers up and going, since it's been pretty much at a standstill the last month or so. I'd be much obliged if the day could be a few hours longer, please. Apart from that: avoid starvation and eviction, finish work on a book (inshallah), procure a bottle of excellent booze, and maybe start exercising (which supposedly should bring more brainpower into the mix).
As always,
Minotauros
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Well good news for you then, technically the days ARE getting longer: http://en.wikipedia.org/wiki/Tidal_acceleration#Effects_of_Moon.27s_gravity :)
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That's wonderful news! I, for one, will be putting those leap seconds to good use ;)
As always,
Minotauros
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Don't sneeze, you'll waste them!
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I think a reasonable target would be putting something out for the ARRP in September ... damn daughter getting in the way of my free time ...
Now I have said it out loud it must be done.
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I've temporarily pruned my game project down to a game library project, which I hope to have in a working state in time for next year's 7DRL. If it is, I'll do a 7DRL based on it as a sort of demo for the library.
The library is going to be called Graphlike, and will provide capabilities for procedural level generation based on a higher-level abstract representation of the level as a planar graph. If I can ever get my algorithms sorted (ha), I believe this will represent a useful advancement in roguelike science, and provide a useful starting point for much experimentation.
I've been cracking at this off and on for a bit, and several approaches have gone out the window, but I'm currently going slow-and-steady on one I think will work fine once I've gotten through the slog of it. Guess we'll see!
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My plans: Trying to release Approaching Infinity in April !
I just hit Beta ahead of schedule, and the next two months are supposed to be easy. (the last one's the killer!)
I tried the calendar thing too, and I kept finding it a few days later, and saying, oh yeah, calendar. oops...
What I find that works is writing a to-do list for tomorrow. It's much easier to focus with the list,
and it lets me address issued that I know need worked on.
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I wish to release final The Temple of Torment in six months. Maybe after that start developing a ascii roguelike in early modern setting. I've been reading recently a lot of Lovecraft stories so maybe something in that setting.
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IBOL I also find that lists are the best.
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I have only one major/serious goal. There is to participate for 7DRL 2014 :) Seven-day-deadline is very motivating and I hope that it will be enough motivating to make albeit simple crawler. I would like to write a... dos-themed roguelike. Game in colors of DOS; with DOS-ish font.
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Have you considered writing it for DOS? :D
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Ouh, no. I don't considering to write it for DOS :) Most likely this will be only for Windows.
My first PC had DOS and I have a lot of "DOS-ish" memories. Idea is simple - dungeon crawler maintained in those ugly blue and yellow colors and this coarse font. Only nostalgic reasons.
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Avagart: My NotEye library can be quite easily configured to look just like DOS, so maybe you should use it? (if you want to use C++)
(I would like to get (other) people to write 7DRL using NotEye. Maybe I should offer myself as advisor and answer all NotEye queries quickly during the challenge. Or maybe I should write a Python wrapper, like Libtcod has.)
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Or maybe I should write a Python wrapper, like Libtcod has.)
Yeah, it's very nice idea. Python is getting more and more popular.
Well, I will not use your (very good!) NotEye, because I'll do 7DRL in Python (for experience) or in Basic :D (for fun; or for the challange).
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Okay. I am able to make a @ moving on screen in Python, using lib NotEye. I am planning to include this, as well as Java, Lua, and an improved C++ sample, in the next release of NotEye. Then it should be possible and easy to use all the basic features of NotEye with Python :)
Also, for 7DRL, I am planning to offer the following rewards to entrants who have chosen to use NotEye:
- general help (NotEye-related, programming-related, design-related, testing, whatever)
- successful 7DRLs will be included with the next release of NotEye
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That sounds awesome Z, if it weren't for the fact that this year I'm going for JavaScript (for the lack of time), I'd jump straight into it.
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Okay. I am able to make a @ moving on screen in Python, using lib NotEye. I am planning to include this, as well as Java, Lua, and an improved C++ sample, in the next release of NotEye. Then it should be possible and easy to use all the basic features of NotEye with Python :)
Also, for 7DRL, I am planning to offer the following rewards to entrants who have chosen to use NotEye:
- general help (NotEye-related, programming-related, design-related, testing, whatever)
- successful 7DRLs will be included with the next release of NotEye
I'm very interested in the Java part, what are your plans there?
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Slash: Unfortunately I do not see how to make this work online, or on mobile devices... at least not without lots of work.
Eben: It is possible to use C++ libraries in Java, via JNI. I am planning to do exactly this. A disadvantage is that C++ libraries are platform dependent, so you would lose a bit of Java's portability (the game would only work on platforms where the NotEye library is compiled).
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I'd be interested to see a C++ example. I've made tile display engines in SFML, but noteye seems to have better support for UI and smooth sprite movement than my homemade solutions.
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Slash: Unfortunately I do not see how to make this work online, or on mobile devices... at least not without lots of work.
What do you think about this? https://developers.google.com/native-client/dev/
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AFAIK it works only in Chrome, and even then you have to explicitly install the app from Chrome webstore, you can't just run it on a webpage. But things might have changed recently.
There is also asm.js by Mozilla.
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AFAIR NotEye's premise is taking a common output format (the console/terminal), read data from it and display it beautifully.
I don't thing there's a common output method in the web that NotEye could build upon, so rather than a tech barrier I see it as a design barrier.
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That was indeed the original premise of NotEye. However, NotEye can also communicate directly with the game, which is easier to program, more convenient (system console roguelikes in Windows require an extra window for the original game, and libtcod requires using the correct version and inter-process communication), and much more powerful. This is done in Hydra Slayer, ADOM and PRIME. For example, both in ADOM and Hydra Slayer, smooth sprite movement (mentioned by Quendus) is done by NotEye asking the game about the unique ID of the monster at the given location, checking the memorized location of the monster by this ID, and animating the movement. In most cases, it would be possible for NotEye to analyze the console for this data, but this would require probably quite a difficult algorithm and still would fail in some cases (like, a threat room in ADOM filled with rats, which looks great with smooth movement).
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In that case a javascript interface might be useful, may be interfacing with something like http://tapiov.net/unicodetiles.js/ ?
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Eben: It is possible to use C++ libraries in Java, via JNI. I am planning to do exactly this. A disadvantage is that C++ libraries are platform dependent, so you would lose a bit of Java's portability (the game would only work on platforms where the NotEye library is compiled).
Would the Java program have to use one of the curses jni libs, or could it hook into other things? And even more specifically will there be an api for me to target with my Java library as a display option?
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I am not sure what exactly you mean... there is a Java class Noteye, and everything is done with its methods. You need to make sure that the Java class Noteye can find the native NotEye library, and other NotEye's files. You do not need to include any JNI for Curses, if you want to use NotEye's Curses output, it is handled by NotEye without any work on the Java side. Also you need to write a script in Lua if you want NotEye's non-ASCII modes look better than ASCII characters in an extremely boring dungeon. Does that answer your question?
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Slash: Unfortunately I do not see how to make this work online, or on mobile devices... at least not without lots of work.
I really hope in 2014 someone makes a roguelike library for mobile! I'd love to make some mobile roguelikes, but I lack the skill (or time) to start from nothing.
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I am not sure what exactly you mean... there is a Java class Noteye, and everything is done with its methods. You need to make sure that the Java class Noteye can find the native NotEye library, and other NotEye's files. You do not need to include any JNI for Curses, if you want to use NotEye's Curses output, it is handled by NotEye without any work on the Java side. Also you need to write a script in Lua if you want NotEye's non-ASCII modes look better than ASCII characters in an extremely boring dungeon. Does that answer your question?
I believe that does answer my questions indeed. Very excited to see it!
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Slash: Unfortunately I do not see how to make this work online, or on mobile devices... at least not without lots of work.
I really hope in 2014 someone makes a roguelike library for mobile! I'd love to make some mobile roguelikes, but I lack the skill (or time) to start from nothing.
Unity3D + Playmaker should be a good start. Unity3D now support iOS, android, Blackberry 10 and windows phone 8 for mobile development, and Playmaker gives you a visual scripting frontend, don't even need to touch code. So, just need a proper roguelike library backend that hooks up to Playmaker. That or learning C#/Javascript/Boo ;-) I've had great success porting Eben's SquidLib to Unity, so such a toolset shouldn't be too hard to assemble with Unity ;-)
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Slash: Unfortunately I do not see how to make this work online, or on mobile devices... at least not without lots of work.
I really hope in 2014 someone makes a roguelike library for mobile! I'd love to make some mobile roguelikes, but I lack the skill (or time) to start from nothing.
Gamemaker exports to many mobile platforms...I'll look into it. It costs money for the export modules but I have money. Dozens and dozens of monies.
My game this year is going to be on a grid a bit smaller than your Mosaic with simple controls. I'll not tackle the mobile thing for the 7DRL probably. But a port should go smoothly...or more smoothly than average...or smooth enough that I can do it myself.