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Messages - Quasist

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Programming / Re: Big ASCII monsters
« on: August 04, 2008, 06:53:20 PM »
@BirdofPrey

Having big monsters block vision is bad:
1. Requires more memory of human player to identify the monster by just looking on fewest ASCII- chars
2. Requires 'manual looking' command to identify it
3. You do not knof if there is more that just one of these monster

Even if monsters should block vision, maybe then they must be shown all cells that in a LOS and block the ray after it flew through this big nasty mob

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Programming / Re: Big ASCII monsters
« on: August 03, 2008, 06:26:02 AM »
I think also about kind of monsters that technicaly can grow in size up to the size of whole dungeon.
Some kind of slime monster fed by corpses, or gas spore monster. For example gas spore may be used as a trap with lifespan of turns 10-20.
It also hepl be a result of Highlevel Druid's spells - weeds growing throgh the dungeon with random vegetable food spawns around.
Classic example from AD&D - Living Wall (and ADOM had one). They killed you and build a new section :)
Bug swarms effects also neat

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Programming / Big ASCII monsters
« on: August 03, 2008, 03:01:10 AM »
I mean monsters that are larger than 1 cell drawn in ASCII.

Considering LOS, these monsters are must not be taken as another game elements like items, mobs or map tiles.

So I think these monsters must:
1. Be made of personal symbols that is not used by items, monsters and map tiles.
2. Cells of big monster must have equal backgroung color (not black)

Is there any info or advises how to draw (to paint in ASCII) these mobs?

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Programming / Re: Worst bug you had?
« on: July 27, 2008, 03:44:16 PM »


Never drop it, ok? :)

5
Programming / Re: random and balanced
« on: July 23, 2008, 05:18:38 PM »
I think evry roguelike needs digital version of Dungeon Master. The AI that is not just moving NPCs. For example, detect if player does risky turns - like fighting high-level mobs or descenting deeper very early then help him/her with loot bonus or even special encouters :)

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Programming / Re: MorphicRogue - help with some ideas possibly
« on: July 23, 2008, 05:11:21 AM »
Butterfly is an insect, not an animal

If races are only animals then I believe it is better to stick to the Druid's magic school, not chineese(or Asian, sorry).

If there in game world are exists regular humans and regular animals then I reccomend add were-creatures feature. For example, wolfwere - the wolf who posseses human form by liking killing humans :)

For weapons I reccomend add Claw and Bite skills.

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Programming / Re: ZOMG!!! 7DRL in progress...
« on: July 19, 2008, 10:07:46 PM »
Good luck
But I think than 24hrsRLG is 7 times funnier :)

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Programming / Re: Do you like your game?
« on: July 18, 2008, 11:36:17 AM »
I love my game so much that my embrace will leave only optimized code remain.

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I'm 21 years old, starsign is Virgo :) ...

Found nethack in a unnamed zip archive and began to play 8 years ago... still have not even saw the Amulet Of Yendor.
Savescummed necromaster through ADOM... still feeling guilty

Developed five years ago a hotseat-multyplayer roguelike in Delphi, but all work was lost :(

Recieved great experience in GP2X homebrew scene.

Currently deving FleshChasmer Online multiplayer roguelike game

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Programming / Re: Multiplayer Roguelike (FleschChasmer Online)
« on: July 15, 2008, 08:35:52 PM »
Gauntlet the Roguelike anyone? ;D
Gauntlet is an arcade game. In september there will be a new version of gauntlet for nintendo DS so it will stop for a while my developing progress.

As I said I do not write a Roguelike! My project is a Multiplayer Roguelike.

Some just do not like to share death-records :D

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Programming / Re: Multiplayer Roguelike (FleschChasmer Online)
« on: July 15, 2008, 07:26:53 AM »
MMO-mish is a wrong word. There will be no thing like user accounts. You control your character as long you connected to the server, if you Disconect or Quit - Server will make the random event by dicing: for example, your character will be turned to corresponding level mindless undead, will perish and spawn some acid blobs or AI will take full control of your character e.t.c.
I'm prioring to hack-n-slash and survival gameplay that long level-upping and high level item hunting.
Lan code will be written after I finish ingame menus and basic command set. Tha game build on a client-server basis. When no clients connected from current aplication server shows full level map that is will be very useful for future debuging.

I forgot to mention the ingame replay feature planned. When you turn record replay the client will record all incoming data from server untill you turn off recording or end your game. Replay will can be viewed in mainmenu.
I have not began to make any ingame battle mechanics or level generation but will not encouter problems doing it.
I for a world I plan using a net of a dungeon clusters that will be changing one by another by passing some time. The server will check of player or epic monsters or item presence on a cluster (for example in"abadoned catacombs") will find it lasted enogh turns without being visited by any players and will erase any dungeon stairs leading here and (for instance) will create new dungeon in starting village named "goblin den" and spawn some goblin raiders around new ">"

First public release planned after I finish User Interface and items. Just running and bumping each other in splitscreen is not fun :)

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Programming / Multiplayer Roguelike (FleshChasmer Online)
« on: July 15, 2008, 01:44:27 AM »
I'm currently deving a roguelike that supports multyplayer game modes via SplitScreen and (in future) Network game over Lan and Internet.
All "guts" of game is on client-server principle already: One application may run Server and up to 4 clients
Console visuals are hand-coded so tile support is on horizont (althrogh I like ASCI more)
Gaming controls are wide: Keyboard and GamePads with easy ingame remapping (already complited)
Game commands will be executed from list and will have 1-3 quick button slots. Simple and efficent inventory management is also planned.
"One item on a tile" rule. Each item will have a lvl parameter so it will not be overwritten by a any lower levelitem in a big battle where is no intention to loot :)
For game process I prefer realtime, or (better to say ) turn with fixed time(750ms by default)

Here some screenshots of my progress

640x480 PC 3player splitscreen


320x240 Gp2x+Cradle+4gamepads 4player splitscreen


Titedata, Monsterdata e.t.c will be mostly in open-format so please do not post "do not forget my favorite %s monster and %s item" :)
Keep in mind this is not just a roguelike, it is a multiplayer roguelike, so be thinking for your fellow gamers, not for one yourself.
I'm really want to hear suggestions about my project as well as some advises.

My goal is to make cool multiplayer roguelike.

PS: Survival = Fun

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Programming / Re: Worst bug you had?
« on: May 30, 2008, 01:19:16 PM »
In code part of a map generator, there was a variable named
"mmap[64][64]"

I spend a day polishing the generator and enjoing the win32 builds, but Linux version did not even launched(no errors from compiler). After few hours of debugging I found that mmap variable is some sort of reserved stuff in linux headers (I believe it refers to the memory mapping).

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