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Messages - fiorel

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Traditional Roguelikes (Turn Based) / Re: Darkfire RPG (update)
« on: January 01, 2014, 07:47:47 AM »
Since my initial posting some noteworthy improvements have been implemented:
  • The game world has expanded
  • Many class and skill rebalancings were done to improve playability and lower the entry barrier for all player classes.
  • New quests

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Traditional Roguelikes (Turn Based) / Re: The Land (now at Version 5.0.2)
« on: September 08, 2013, 09:47:02 AM »
Looking at the upgrade path to freepascal - it might be time-consuming, but not very complex. Granted the author managed to write a complete roguelike, the migration to freepascal should be an attainable feat. OTOH, I can totally understand that the author might not like to spend several hours or days of work on such a thing. I just kinda wonder why to make an update to a more or less inaccessible game...

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Traditional Roguelikes (Turn Based) / Re: The Land (now at Version 5.0.2)
« on: September 07, 2013, 12:51:45 PM »
Having read the Thomas Covenant books, I'd like to give this a try.
Though installing a DOS-box is way too much hassle IMHO. There must be a way to compile this stuff into a native windows app?

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Programming / Re: Creature & item distribution
« on: September 01, 2013, 03:25:59 PM »
My game is an RPG that uses hand-designed maps (not randomly generated).
See http://darkfire-rpg.com

Monster generation is random however, using the following mechanism:
Invisible generators are placed on the maps (via map editor). Each generator has a list of monsters that may be randomly generated. There is also a defined range around the generator where monsters may be placed. There is a timer that will determine when to generate monsters and a cap on the number of monsters to be generated at the same time.

The described mechanic is totally simple, yet does allow for a lot of variety and flexibility.

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Programming / Re: seeking entertaining game with hackable SQL database
« on: September 01, 2013, 03:09:52 PM »
I think it is very uncommon for any game to use an "open", unprotected SQL database.

Single player games, that are installed and run entirely on the client PC, typically won't use an SQL database, because that incurs too much "heavy weight".

I would recommend you to hire some very cheap webspace with LAMP stack (Linux, Webserver, PHP, MySQL). Then build a very simple website on top of that, using PHP forms to interact with the database.
In your course you can then use that system for demonstration purpose. That approach will give you a lot of flexibility, about what you can show or what exercises you can offer.

There are also bundles like XAMPP, which allow to install such a system on local PCs quite easily.

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Traditional Roguelikes (Turn Based) / Re: Darkfire RPG
« on: August 19, 2013, 08:54:40 PM »
The game is totally single player, because there aren't that many people online yet, hehe  ;D

More seriously, the game is meant to be a multiplayer RPG, but it also feels a lot like single player:
  • There is no need to cooperate, except for the fun of it. You can build totally self-sufficient characters.
  • Some quest maps actually are single player, in order to allow for better interaction with the game world.

Actually part of my motivation to make this game has to do with my own distaste for the average multiplayer MMO. I'm trying to make a "better" RPG, but of course it is not so easy...  :D

I believe that one of the major problems with multiplayer games is the lack of interactiveness with the game world. Single player games can have a big storyline that evolves entirely around the (single) player character. Multiplayer games cannot do this, because there are masses of heroes and they can't all save the world at the same time.

So, my plan about this is to use a technique which is commonly known as "phasing" (see http://www.wowwiki.com/Phasing).
This allows for better interactiveness, at the cost of turning parts of the game into a single player mode.
I have just started implementing this though, so please don't expect too much at the moment.

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Traditional Roguelikes (Turn Based) / Re: Darkfire RPG
« on: August 19, 2013, 10:24:35 AM »
*bump*   :D

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Programming / Re: What's the best simple graphics library for C++?
« on: August 18, 2013, 01:52:18 PM »
I recently dumped SDL, because it was so complicated to build an executable that would run on different versions of windows. You need lots of extra libraryies to do simple things like loading a jpeg or png file. With all those libraries come the linking nightmares.

I wonder if SDL 2 will be any easier to use...

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Programming / Re: 16-Bit Fantasy sprite set
« on: August 18, 2013, 01:41:53 PM »
Absolutely fantastic work!

I'm drawing in a similar style for my own game: http://darkfire-rpg.com
It's really hard and doesn't look halfway as cool as your stuff...

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Traditional Roguelikes (Turn Based) / Re: Fallen
« on: July 08, 2013, 06:18:17 PM »
Your pixel art is pretty awesome. Did you draw all the stuff yourself?

The game looks very promising. It would be a pity to abandon that. Maybe motivation will come again later.
I've been developing a roquelike on and off for years. Sometimes I took very long breaks from development.

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Traditional Roguelikes (Turn Based) / Darkfire RPG (update)
« on: July 07, 2013, 09:08:33 PM »
I folks,

Darkfire RPG is a new roguelike game, that I created:
http://darkfire-rpg.com

The game is in a complete, fully playable state (free, for windows PC).
However, the content still needs a lot of polishing and - of course - expansion.

The game is kind of a mix between a traditional roguelike and a graphical multiplayer RPG.

Please give it a try and tell me what you think. Feedback is most welcome!

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