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Messages - zzo38

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1
Programming / Re: The Roguelike you wish
« on: May 09, 2010, 07:00:18 PM »
My ideas (any or all of them might be part of the same game or might be separate games, these are just ideas for now):
    [*]Full source-code available under GNU GPL or compatible license
    [*]Player characters and non player characters (monsters) are all treated in the same way by the program
    [*]Select any kind of creatures (with sentient and non-unique) as your player character
    [*]Make many different modes and scoring
    [*]Bonus scoring for various kind of achievements
    [*]Different kind of spell effect and different kind of item curse and other item effect
    [*]You can learn to be good and avoid to kill someone else, instead you learn help someone and perhaps they won't kill you some more, or you can play in normal way instead if you prefer
    [*]Macros
    [*]Trap makable from any spells, as well as non-magical traps
    [*]Anti-magic effects
    [*]Pushable objects
    [*]Explosive objects
    [/list]

    2
    Perhaps if you know how to program the NES, you can even create one today if you want to. (I wonder if anyone is doing that. I do know people are still programming other stuff for the NES even today.)

    3
    Off-topic (Locked) / Re: 100LEVEL
    « on: March 18, 2010, 11:38:29 PM »
    I can tell you some of the functions of this game are inspired from other games, including some other roguelikes, some other computer games, and even some card games (I mean games with ordinary deck of cards, not the games using special decks or TCGs/CCGs/PCGs). But I will not tell you which ones.

    You would certainly have to figure out the following, because you are not told:
    • What the keys do (you are told only the save/quit key) (I suggest pushing various keys to see what happens)
    • What the potions do
    • What the spells do
    • What the status indicators do
    • How the scoring works (if you figure it out, you might then be able to improve your score)
    • What the game modes do
    • The rules of the game and special cases of them (even if you think some thing works one way, you might not be entirely correct, there might be another case you might try, so you can see if that case works same or differently than you would expect)

    Also, if you have played, what are your high score(s)?

    4
    Off-topic (Locked) / Re: 100LEVEL
    « on: March 14, 2010, 04:15:22 PM »
    Did you try it? You can post a comments?

    5
    Off-topic (Locked) / 100LEVEL
    « on: March 13, 2010, 02:39:14 AM »
    This is a game I invented: http://zzo38computer.cjb.net/GAMES/100level.zip It is kind of like roguelike game. It is the idea is you have to figure out by yourself how this game works just by playing the game. There is no document what keys does what, and so on, except for save/quit. How high score can you get? Do you like this?

    6
    Other Announcements / Re: How do you like your roguelikes?
    « on: March 12, 2010, 07:40:12 PM »
    I prefer Text - DOS. (Or, using terminal emulation.) Some games have multiple mode but I use text-mode

    7
    Traditional Roguelikes (Turn-based) / Kobold eating contest
    « on: February 21, 2009, 09:08:07 PM »
    This is a more strange game than the other rogue-like game. You have to earn points to win. There are other differences as well and you can see it if you play this game. There are also different modes that can be set on the command-line to adjust the difficulty level of the game (and other things), and you can try for challenge games instead of or in addition to the normal goal of the game (finding the Divine Oracle), such as reaching dungeon level 100, getting a better score than anyone else, or other possible goals. Please try this game and write a review if you want to!

    Download at: http://zzo38computer.cjb.net/GAMES/RL/KOBOLD.ZIP

    8
    Other Announcements / Re: 2009 7DRL Challenge Ideas!
    « on: February 06, 2009, 09:47:11 PM »
    I've been thinking up a few random ideas. These are just really basic and some are very undeveloped, but I'll share them anyway in the hope that someone gets inspired.....
    These are good ideas, maybe someone should do some of these things.

    I also think one day you should make a 7HRL challenge (make a roguelike in seven hours). Some of your ideas could probably be done in seven hours (at least by a hacker, if not by other people).

    9
    Programming / Re: Advanced Dungeons of Freedom
    « on: January 25, 2009, 08:31:39 AM »
    So far: http://zzo38computer.cjb.net/ADoF/

    Please tell me if there is a mistake, a improvement, or if you can help in other ways also (such as writing some parts of some modules, writing a explanation of some of things in ADOM that I don't know, etc).

    10
    Off-topic (Locked) / Music contest for ADOM
    « on: January 23, 2009, 02:48:57 AM »
    This is a contest to make a music for ADOM game. If can be any location in the game, of your choice, or for something else in ADOM game. The file-format must be MOD or IT or XM or S3M. And it has to be a license approved for free cultural works. Post it on here. No deadline, you can take as long as you want, even many years

    11
    Programming / Re: Advanced Dungeons of Freedom
    « on: January 16, 2009, 06:10:25 AM »
    Even though I will write ADoF in javascript

    why anyone wants to write anything in javascript?
    Javascript is a good program language actually.

    12
    Programming / Re: Advanced Dungeons of Freedom
    « on: January 15, 2009, 06:05:11 PM »
    I don't know if you already know this (of if it is of any interest), but Thomas Biskup seems to be considering something like a code release for ADOM. It might be you could join forces, or gain from each others efforts/ideas in other ways. There is a blogpost about it and a place to discuss this matter.

    Good luck, however you choose to proceed on this.
    Whether or not they release the ADOM source-code will not affect my choice to remake it in javascript. For one thing I don't know what license they will release ADOM if they do (however if it was my choice, I would license it by GNU GPL v3 or later version, and use trademarks to prevent people from creating too many variants). But if they do release it under a valid free software license, I can look at it and therefore make ADoF more accurate. If it is licensed under a different license, I do not plan to look at the ADOM source-codes at risk of being sued. And whatever license ADOM source-codes becomes released under, I am sure some people will disagree. If I just make my own clone of ADOM instead, then nobody has to argue about ADOM source-code releasing, because ADoF will be released by GNU GPL v3 or later version and whoever doesn't like it can ignore it.

    Anyways, from that forum I see in someone's signature the challenge game "Gut Man". I will probably eventually add to ADoF the challenge game modes, available for both ADOM-mode and extended-mode of ADoF.

    Even though I will write ADoF in javascript, it will still be a stand-alone program (not a web-site). However, it will use XUL-runner so everything in XUL-runner can be used, for example HTML documentation (probably I won't have any documentation actually, until someone else writes a documentation that isn't a copy of the ADOM documentation), styling by CSS, javascript objects/prototypes/lambda-functions/etc, XPCOM, and various other things.

    13
    Programming / Re: Advanced Dungeons of Freedom
    « on: January 14, 2009, 08:00:56 PM »
    You may make more suggestions and it will be added here.

    Get something running first, before having a growing candy-feature list :)
    Of course I will get something running first, before adding the alternate features mode. The first one I make will be the ADOM compatible mode (without any extra features), and after that I will add my own modes also.

    14
    Programming / Re: Advanced Dungeons of Freedom
    « on: January 14, 2009, 06:02:42 AM »
    The use of ADOMBOT and ADOM Improved Guidebook helps me a bit to understand the game. It will be licensed by GNU GPL v3 or later version. Now Thomas Biskup doesn't have to make ADOM Deluxe anymore, they can just make a variation of ADOF (Advanced Dungeons of Freedom) and call it ADOM Deluxe and sell that instead. I can have multiple modes, one mode to copy ADOM exactly (or nearly exactly), and another mode with my own changes to it. And then other people can make more modes/modules/variants. However, I likely cannot work on it completely by myself, so after I make the basic things working I might ask other people for help about some things.

    Some ideas I have and might put in the variant mode is:
      [*]No background corruption (but corruption from traps, attacks, items, etc still works), but allow monsters to gain more experience instead
      [*]Summoned or spawned monsters will not carry anything, and gain lower experience for defeating them
      [*]Challenge games selectable at character creation
      [*]Auto-roller mode
      [*]Additional artifacts, rings, potions, corruptions, etc
      [*]Blessed auto-cursing items do not auto-curse, but have 5% chance to uncurse when equipped (so if you unequip it and equip it again, it will then auto-curse)
      [*]More races, classes, corruptions, artifacts, spells, potions, books, scrolls, rings, armor, quests, etc
      [*]Limited number of spells known at once, if you learn another one you have to choose one to delete
      [*]A maximum for the number of uses for any spell, depending on class and level
      [*]If you are blind or in a dark place, you cannot tell the color of an object or the title of a scroll
      [*]Casters of the wrong type and non-casters will not automatically identify a spell learned, until it is cast and has an effect, or if a spellbook containing that spell is identified (even if you didn't learn the spell from a book, then if identify a book containing the same spell, you will know what it is), merchants auto-identify Create Item spell
      [*]Different symbol for open doors, not a slash because that is used for missiles, maybe a colon can be used for open doors
      [*]Configuration setting for auto-pickup of thrown missiles only
      [*]When fully corrupted, you do not lose the game, but can still play, however you are no longer your original race or class and your equipment changes or disintegrates randomly (including artifacts) making it hard to use, you may still lose that corruption if you are able
      [*]More dungeon features
      [*]Longer CoC (maybe 125 levels instead of 50 levels), name changed to "Main Dungeon"
      [*]Some parts of wilderness randomized at beginning of game
      [*]Pious feat more powerful
      [*]Some feats normally takable only at level 1 are now takable at any time
      [*]Some conditions for multiple feats are first level no longer work
      [*]Conduct display (like Nethack), with extra points earned if some conducts are not broken
      [*]Wishing, and amulets of life saving, cost experience points to use
      [/list]

      Some possible new spells:
        [*]Monster Aggravation
        [*]Create Trap
        [*]Create Door (random whether it is open, closed, locked, trapped)
        [*]Doom Self
        [*]Corrupt (can be used on self or on other creatures)
        [*]Flip Position (swaps the position of a creature or object (even self) with the one in the position the same distance and opposite direction from center of board)
        [*]Full Power (full PP, lose half of HP and 1 Mana)
        [/list]

        You may make more suggestions and it will be added here.

        15
        Other Announcements / Re: #rln Temple of the Roguelike IRC chatroom.
        « on: January 11, 2009, 11:00:15 PM »
        A IRC client is not really necessary, a linemode internet client (such as netcat) will also work. I use netcat to connect to IRC.

        If you have never used IRC before, here is a list of some the most useful commands in IRC (command names are not case sensitive):
        • USER allows you to login and identify
        • NICK tells the nickname you want to use (required for login, you might be able to change it later also)
        • JOIN join a channel
        • PRIVMSG send a message to a channel or to a user
        • PART unjoin a channel
        • QUIT disconnect from IRC
        • NAMES lists logged in users (also displayed when you join a channel)
        • PONG respond to a PING message (if you are not using a IRC client that does this automatically)
        Now you can learn how to use IRC!

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