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Messages - DWRoelands

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Design / Re: creating compelling monsters
« on: November 12, 2014, 05:58:16 PM »
I've built my game with the idea of monsters being able to do just about anything that a player can do (monsters and players both derive from a base "creature" class).  This allows me to have htem pick up weapons, choose targets, and so on.


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I've had my eye on Rogue.net for a while, but it appears that the project has been in hibernation since 2012.

I'm always on the lookout for other .NET RL developers with whome I can share ideas.

3
Magic - The magic system will borrow heavily from D20 and FearRPG (permission has been obtained).  Once I have the basic system working, I will begin adding aspects to it that are specific to my game world.

Itemization - With a layer of basic items in place, I'll be adding some randomly-generated flavor text for items and weapons.  A Medium Shortsword might be presented to the player as "Rusted Medium Sword", etc.

Factions - There will be a fixed group of "Major" factions that appear in each game, along with a larger number of "Minor" factions.  these factions will be somewhat randomly generated.  All factions have their own agendas that drive how their NPCs interact with the player.  Also, weapons and spells purchased from any faction will be flavored (e.g. a dagger from the Necromancer's guild might have a life-steal effect, while a staff from the Citadel of Light might bestow a healing buff).

As I identify things I want to implement, I add them to the issues list on the Github site. :)

Thanks for the interest!


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Traditional Roguelikes (Turn Based) / .NET work in progress - Glyphica
« on: October 16, 2014, 11:21:10 PM »
So, I've been working on my RL project on and off for a few years and finally got serious about it.  I had been a bit discouraged because I was having a hard time finding resources for .NET developers in the RL space.

In the hopes of encouraging other VB.NET developers to take up their own projects, I want to share what I've done so far.

Glyphica is a work in progress, but has a lot of the basic moving parts that a VB.NET developer needs to get their own RL project off the ground, including...

- A map generation class (thank you, Andy Stobirski)
- Functioning line-of-sight code (thank you again, Andy)
- Melee and ranged combat resolution based on the D20 system (player takes damage and can die, monsters take damage and can die).
- Twelve basic types of armor across 3 tiers (based on D20)
- Nineteen basic weapon types (again, based on D20)
- Working player movement code including wall-collision detection and collision-based combat initiation
- A working inventory management screen based on the Skyrim "SkyUI" mod.

Glyphica is not anywhere close to being ready for even the earliest alpha, but I really felt strongly about sharing this stuff with other .NET developers.  Although Glyphica is a console application, the code and classes are all written with the intent that they be easy to use as the backbone of a more graphically-driven game.  This is not the "best" anything, not is it going o revolutionize the RL space.  If anyone finds anything in my code useful for their own projects, then I'm satisfied. :)

Quick Screenhots:

Basic play screen:


Inventory Management:


The code is available at GitHub: https://github.com/DWRoelands/Glyphica

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Programming / Re: Making a Roguelike in Gamemaker
« on: May 10, 2013, 01:05:01 AM »
Does Game Maker: Studio have the necessary functionality to be able to do this?  I've been really itching to build a RL, but can't muster up the nerve to code an entire system/engine from scratch.

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