Temple of The Roguelike Forums
Game Discussion => Early Dev => Topic started by: Tzan on December 23, 2015, 08:39:34 PM
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So I've been making a web site and forums over the last month.
I did a theme change on the SMF forum to match the web site.
Its really just a terrain editor demo at the moment, no real game stuff.
www.brikverse.com
(https://dl.dropboxusercontent.com/u/10454876/Brikverse/SolidSnake.jpg)
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Legos! <3
That screenshot is awfully nice, though.
As always,
Minotauros
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Thanks, I think it looks pretty good too, it can only get better. ;D
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that looks very cool.
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Love that screenshot! Just the right amount of soft, for a blocky world.
Looking forward to seeing where this goes.
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It's probably a bad idea to make it look too much like legos. Other than that I hope this has something to do with roguelikes. As for now it looks like a mix of two worst possible ideas in this world: minecraft and legos.
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It's probably a bad idea to make it look too much like legos. Other than that I hope this has something to do with roguelikes. As for now it looks like a mix of two worst possible ideas in this world: minecraft and legos.
Now the only thing that needs to be added to make this game horrible like Roblox (worst people in the world) is pay2win and virtual currency ;D
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Lawd, I`m constantly branded as a "negative person" IRL but you guys really are leagues ahead in this game. To be able to divine so much doom & gloom from one simple scr$...hats off 8)
I`m more interested in "PoopAction". The heck?
Seriously though, you might want to be kind of careful with the *L-word* gfx direction. It`s a big brand and for them to fire off a legal threat or two is no big deal.
Also, check out Enemy (http://enemygame.net/) if you haven`t seen it yet - very similar concept and a good game.
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I was working on the concept for this in Jan 2008.
The first line of code for minecraft was in mid 2009.
Minecraft is a sandbox, I dont like sandboxes. So this is more like a roguelike or tactics style.
The first page on the web site explains that.
I did play some Minecraft for one or two days in 2010, I got bored clicking on things pretty quick.
Modifying terrain isnt a game, my editor is a tool to make a map.
I have a 5 space x 5 space brush you can swipe around and change things over large areas.
Its not Lego, it is a plastic construction toy world. You know, like MegaBloks ;D
There are no Lego parts here.
The terrain height is in increments of 3", so it can create smooth hills.
The sides stay green up to a 12" step, so you don't see so much brown.
No virtual currency, but the idea is to get paid one day, free demo versions before that.
PoopAction
I made an action system that means a key and a screen button are linked to a single action class.
This was my test button, the "p" key also activates the action. Some text appears in the bottom panel.
I havent seen Enemy, will take a look.
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I was working on the concept for this in Jan 2008.
You spent seven years to create a map editor? And they tell I'm slow.
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Krice, I think your place as "slowest dev" is not threatened, seeing as how you've spent 20 years creating nothing at all ;)
As always,
Minotauros
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I was working on the concept for this in Jan 2008.
You spent seven years to create a map editor? And they tell I'm slow.
Actually I've spent seven years making part of an editor, its not done yet. :P
I wish I could work on it full time, but I live alone and need to pay the bills and also play games.
Playing games takes a surprising amount of free time.
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I just finished writing and testing an Entity / Component / Messaging system.
This is similar to what the Caves of Qud guy does.
It certainly needs more work as I start actually using it, but it does all the basics now.
- Load text file templates
- Create a new entity using the template data
- Pass an event into an entity, cycle thru all components, return info
I'll clean it up a bit, and drop it here in a zip file if anyone wants to take a look.
You wont be able to just drop it into your code probably.
Its C# in Unity, although very little is Unity specific in that code.
It would help quite a bit if you wanted to make one yourself.
Your language would need to have Reflection capabilities, not sure if they all do.
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Here it is:
https://dl.dropboxusercontent.com/u/10454876/Brikverse/Documents/BrikverseEntitySystem.zip
You load the templates by calling
EntityFactory.LoadTemplateData();
Create a new Entity, send it a template name
Entity entity = EntityManager.CreateEntity("MoneyBox");
Send an event to the money box to get how much money it contains
DAB_Event e = new DAB_Event("AvailableFunds", false, "value", 0L);
System.Object val;
if (entity.DoEvent(e)) // returned true
{
e.parameters.TryGetValue("value", out val);
Debug.Log("Event returned Value : "+ entity.templateName + " Available Funds are: " + val + " FU");
}
So like I said before this is really just to show a "way of doing it", not something that you can just drop in and poof it works for you.
You are allowed to fold, spindle and mutilate the code at will.
I'm not a professional programmer, so I'm sure I've done some foolish things in there, feel free to let me know the better way.
If you dont have a program to view C# in, download Notepad++ and use that so you can see it in color.
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I fixed some bugs.
I dont know if anyone is really interested in this.
If you want the revised version, just let me know.
I expect it will change a little more in the future.
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Nice! Where's the roguelike-y stuff in this, though?
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You want some rougelike-y stuff? OK
-Random world generation, default or player selected seed number, share seeds to play in identical world
-Turn based moves, movement que
-One primary character, with followers, if you follow the intent of the game, followers are mandatory, but you can just explore meet new people and kill them
-move on a grid
-traditional inventory system
If I make the version I'm planning on:
Death in combat is a respawn, with some time passing.
You can die from old age, which is permadeath, thats why time is important.
Although I will have a combat = permadeath option which will be noted with the final score.
I expect the game to be long so forced permadeath might be a bad idea.
Your goal is to conquer the universe, which will probably take many thousands of game years, so life extension tech is important.
What you spend your time on is important.
What I'm doing could also be called a tactics style game, I suppose.
XCOM is certainly tactics but not roguelike.
I like Divinity Original Sin for its combat and terrain effects
Mine might be a cross between pure RL and Tactics.
Later in the game you will move army units around at like a Civilization scale.
You always have a personal unit, man, tank, spaceship.
So its not pure RL, I could certainly do one that is and maybe thats a first step on the way to doing a full universe.
Maybe the title should be "No Man's RL" :)
I wrote this last month, it could probably use some images to help explain.
I present this in the grand tradition of overreaching with a game design. :)
http://www.Brikverse.com/documents/TheBrikverse_Explained.pdf
Some concept art:
The gray cubes are just placeholders.
Its not randomly generated, its hand drawn for now.
Universe map on the Beige Carpet
Each cube is one galaxy, about 100 shown
(http://www.Brikverse.com/images/Brikverse_Universe.jpg)
A poorly drawn Spiral Bar galaxy
Each cube is one solar system
(https://dl.dropboxusercontent.com/u/10454876/Brikverse/ScreenShots/Brikverse_Galaxy.jpg)
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Wow, that's some cool ideas! (I love the passage of time thing!)
Is combat in or is it world generation/exploration for now?
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Even though I've been working on it for a long time, it was just sporadic between real work.
Right now its just a world editor not generator.
There is no character movement yet.
Its easy to add but then I would just need to delete it when I made the real system, so not yet.
A few months ago I did the Entity/Component/Message system.
This week I ripped out the old terrain type system to make it driven by text files like the ECM.
Soon I'll be ripping out the old Landscape element system (trees) and replacing it with the text file system.
So you can define a tree to use certain 3d models, colors, position offsets, rotations all from a text file.
Want a pink tree? Just add a new text file to the folder and change the color numbers.
Players can do it too.
You can add tags to the file definitions so they can be used in appropriate biomes.
Also Biome files.
Over the years I probably redid the actual terrain mesh system 3 times.
Not total redos but major modifications.
Once I fix the landscape system, I'll work on world gen.
I've been doing so much invisible core things it will be nice to see stuff on the screen for a change.
Then maybe character gen, a character is composed of many parts, arms , legs so it will need to be set up in a text file like the landscape stuff.
Yeah I like the moving thru time thing too.
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New terrain type system at work, change a few lines in a text file and get a meat planet.
(https://dl.dropboxusercontent.com/u/10454876/Brikverse/ScreenShots/PlanetMeat.jpg)
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I decided I had to make some official terrain styles for Skin and Meat.
Skin has pimples.
Now I need to make landscape parts to replace bushes and trees with short hair and 12 foot tall thick strands of hair.
The stream is now puss. :D
You have to strip the skin off to make roads.
(https://dl.dropboxusercontent.com/u/10454876/Brikverse/ScreenShots/PlanetSkinMeat.jpg)
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Its a golf course!
I finished making my Landscape styles (trees) load from a text file, just like Entities and Terrain styles.
I also put an automatic variation on the ground color.
(http://www.Brikverse.com/images/Golf_1a.jpg)
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After making the golf course terrain, I got bit carried away and made some bullshit golf ball physics.
Looks good so far, almost done with that.
I've included a Driver, 5 Iron, 9 Iron and Wedge. No putters yet.
Driver flight track:
(http://www.Brikverse.com/images/GolfBallTrack_a.jpg)
This is at 1/3 scale.
I made everything work at full size, then scaled things down.
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So I spent about 110 hours in September making a GolfBallController.
It works great. Still have no idea if I want to really go off course and make a full golf game. It would be faster than making the game I want though.
Here is a mock up of a Planet Map. Hand made, not generated yet.
One 32x32 space Baseplate is the entire planet, at Level 3.
You can zoom in 2 levels from here.
The colors need to change. I was mostly working out how I want the height of the spaces to work for oceans, lowlands, hills, mountains.
There will be little Monopoly style houses to show where cities are.
Each space has 3x3 sub spaces, so I can run rivers and roads.
( the stuff in the upper left was for materials testing )
(http://www.Brikverse.com/images/PlanetMap_a.jpg)
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The yellow boxes are solar systems.
I might put little boxes around them for the planets.
The Suns might be different colors.
(http://www.Brikverse.com/images/Galaxy_1.jpg)
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The very small boxes are unimportant stars.
I increased the color variation and elevation of the galaxy background from 3 to 5.
I made the space that the main stars are in, a bit yellowish.
(http://www.Brikverse.com/images/Galaxy_2.jpg)
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That galaxy is looking really spiffy!
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Thanks
Its a Spiral Bar type B galaxy, which is what the Milkyway galaxy is.
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I made some normal maps to make the edges more visible.
(https://www.dropbox.com/s/348yyeegr4n424k/AfterNormalMap.jpg?raw=1)
Universe Level 7 map showing 108 galaxies.
The small cubes are just decoration, very distant unimportant galaxies.
(https://www.dropbox.com/s/n1d8mjmo3v68e0c/Universe_White.jpg?raw=1)
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New style for galaxies, a bit lighter.
I was going to wait and post this with an image of Level 5, but I've been swamped with work.
(https://www.dropbox.com/s/3oh86sec4vydtow/Galaxy_3a.jpg?raw=1)
(https://www.dropbox.com/s/rb87053k333p5e9/Galaxy_4.jpg?raw=1)
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This is a good videogame so far.
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A few recent images
Solar System:
(https://www.dropbox.com/s/hejeee00lqvxwzq/PlanetStartLocations.jpg?raw=1)
This is an entire planet.
You can zoom to lower levels.
Perlin Noise maps for elevations and wetness.
Pay no attention to the out of scale minifig.
(https://www.dropbox.com/s/y6ulct0k35f9293/Planet_3.jpg?raw=1)