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Messages - Robbie Ogrenix

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1
Design / Re: a new world engine?
« on: January 26, 2015, 09:02:05 PM »
Thanks for all of the input!

2
Design / a new world engine?
« on: January 26, 2015, 08:44:27 AM »
Hi guys,

I was thinking about starting a new project, just for fun.  I'd like to create a world generator with a flexible and logical ruleset.  I'd like to make a planet, with continents and regions, water features and mountains.  All with weather patterns and seasons.  It's funny, honestly, because it's like proposing to make the foundation for a story, rather than the story itself.  I guess the journey really is the destination.

Anyway, I am hoping to find a few programmers, musicians and artists who would be interested in creating -- as a hobby -- a virtual planet.  Not for profits, but for fun, to meet new people and maybe learn something new about game design theory.

Is there anyone out there who would be interested in this sort of thing?  Maybe I'm just odd. ;)

3
Programming / C# Roguelike development via Monogame
« on: December 30, 2014, 02:08:06 AM »
Is anyone else pursuing this option?  I'm also fiddling with the roguesharp library, which seems to be pretty handy.  Does anyone have any opinions on this particular combination of resources or have any recommendations for additional resources?  Does anyone feel that this is a bad combination for generalized roguelike development?  If so, why, and what alternatives would you recommend?

4
@Trystan:

Thanks for the reply!  Sadly, there are some planning decisions that competent partners prefer you already have a firm decision on upon their arrival to a project, which can result in someone who is woefully unqualified to make such decisions being forced to do so.  This, clearly, is one of those cases.

I'll have to look into these alternatives.  Thanks again for your input!

5
@Bishop:

Unfortunately, I'm not really a programmer and I don't know anything about the code aside from what the previous programmer has told me.  As far as the language that I intend to go to, that is really an area where I could use some input as well.  I was considering C++ with Unity, based on several factors.  However, as I've said, I'm not a programmer.  Because of that I am wholeheartedly open to opinions and input.

As in the OP, I would be happy to link anyone willing to grant me a few minutes (or anyone curious) links to the IP's hosted site as well as the repository.  Thanks again!

6
Hello,

I am looking for a coder who is intimately familiar with Flash to give me a few opinions on a roguelike codebase I am working with.  If anyone here would be willing to lend me a moment of their time I would be extremely grateful.

Primarily, I am concerned with the possibility of migrating the code to another language.  I am afraid that the heavy use of Flash-specific functionality may make it a difficult prospect.  However, I would welcome a more veteran coder's opinion on the matter, should one be offered.

Anyone interested will be privately linked to the repository and I will make any concessions necessary in order for such an individual to give their full insight.

Thanks, ToTR!

7
Programming / Re: My roguelike lost it's lead programmer!
« on: June 26, 2013, 05:08:07 PM »
@Krice:  That was pretty rude, actually.  There is an appropriate way to state your opinions and that wasn't it.  In addition to being ill-informed, that comment was pretty harsh.

Thanks anyway, guys and girls.  I'll start looking somewhere more productive.  See you around, when the game goes public and you start playing it.

8
Programming / Re: My roguelike lost it's lead programmer!
« on: June 26, 2013, 02:07:29 AM »
Quote
    I don't want to give the impression that this project is as small in scheme or scope as Spelunky
Um, what?  ???

It's a comparison.  It doesn't necessarily mean Spelunky is a small project.

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Programming / Re: My roguelike lost it's lead programmer!
« on: June 25, 2013, 06:55:59 PM »
@Hajo: In total, there are nine people working on the project.  I don't want to give the impression that this project is as small in scheme or scope as Spelunky -- There is plenty of work to keep a group of this size busy, presuming we can secure another programmer.

Though, these towers aren't as isolated as you may imagine.  Regular in-group and cross-group meetings help to keep it more intimate.

10
Programming / Re: My roguelike lost it's lead programmer!
« on: June 25, 2013, 02:56:56 AM »
Okay, here's some further information.  More is on the way.

GENERAL INFORMATION ===================================
Project Name:                       Corrupt
Genre:                                   roguelike platformer
Player(s):                              1

License:                                Freeware
Source:                                Closed
Platform:                              Windows PC
Language:                            C++
Libraries:                              SFML (Media control)
Engine:                                Corrupt original
Version Control Software:    SVN (Tortoise)
=====================================================
SCREENSHOTS ==========================================


The title animation for the project.


Title screen.


The interface for naming the PC.


The equipment menu.


The map.


The main in-game menu.


Debug mode.


Item pick-up prompt.


A PC taking some damage.


Level advancement screen.


Control configuration screen.


Map editor.


Animation editor.

@ekolis: The staff is broken into divisions: A code division, a sound division and an art division.  With a number of team members within each division it becomes easier for a general manager when he or she has the help of several competent and dedicated leaders.  Sadly, the code lead had to return to their day job.  Considering freeware development pays less than it should, I can't say I blame him.  He is still available on the group IRC channel from time to time -- Anyone is welcome to drop in and say hi!

See us at "#projectcorruption @ irc.esper.net"!

If anyone has any further questions, I'd love to hear them!

11
Programming / Re: My roguelike lost it's lead programmer!
« on: June 19, 2013, 02:47:29 AM »
Ugly Troll: I would tend to agree with that assessment, and I certainly don't want to sound defensive.  However, the case here is primarily that why he left involves his personal affairs and I don't feel compelled to divulge the specifics behind exactly why his time became strained.  Suffice to say he told me even prior to his engagement with the project that it would need to be a temporary arrangement.

It's true, I need to provide some more information, I suppose.  Generally, I dislike posting such things blindly and far prefer to do it privately.  However, I do understand that a philosophy such as that puts the work of selling the project's worth into the hands of the very people I am trying to solicit.

I will post again with much detail regarding this game.  In fact, I'll ask the previous code lead to offer a quote regarding his decision to stop actively programming for the title, too.

Until I finish that post, anyone interested in information is welcome to join us on our Wiggio, where the current version is available alongside all resources used.

http://wiggio.com/group_open_join.php?groupid=1547056&password=ADOM&ref=1498374

12
Programming / Re: My roguelike lost it's lead programmer!
« on: June 14, 2013, 08:26:46 PM »
Well, in the meantime, we are still pushing forward without any real codemaster.  There are still two competent programmers chipping away at the to-do list -- We just need someone who is able to dedicate the time to make themselves the in-house authority on the subject of code.  A person with one part experience, one part common sense and a bit of leadership.

Still, this project won't die.  We'll keep on trudging forward until our various efforts to find someone bear fruit.  At this rate it could be a while.  Seems like professional-quality workers with unlimited free time are hard to come by.  (Who would have thought?)

13
Programming / Re: My roguelike lost it's lead programmer!
« on: June 14, 2013, 03:31:52 PM »
@ Uglytroll: The programmer left because he no longer had the free time to commit to the game.  It was sad, but these things happen.  He had told me that when his work picks back up he would have to retire.  We both just thought it would happen a little later than it did.

14
Programming / Re: My roguelike lost it's lead programmer!
« on: June 14, 2013, 05:07:33 AM »
We are still looking for that special someone to head the code development.  We've got musicians/audio engineers and artists who are getting bored.  There has to be someone out there who can help!  This project is still alive and kicking, but we need a primary programmer badly.

15
Programming / Re: My roguelike lost it's lead programmer!
« on: June 06, 2013, 08:21:35 PM »
Thanks for the reply!  The game features permadeath, random dungeon generation, variable equipment attributes and the need to ID equipment, among other roguelike features.

No, it is not a commercial project, although a Kickstarter campaign for funding is planned.  About 3-4 months more work will be needed before it is ready for that kind of endeavor, maybe more depending on how fast we get the ball rolling again.

If you PM me your contact info I would be more than happy to send you the most recent version!

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