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Messages - CaptainKraft

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1
Design / Re: OOP, ECS, Roguelike, and definitions
« on: February 26, 2016, 10:48:10 PM »
Can someone explain what the fuck am I reading?

Dude, it is simple, it is just modeling your data as a tessellation of n-dimensional Euclidean space by congruent parallelotopes

Hope this helps,
Brian aka Omnivore

Beautiful

2
7DRLs / Re: Question about 7DRL rules - previously written code?
« on: February 24, 2016, 08:24:00 PM »
Almost all previously written code should be fine. Just use your best judgement about the idea for the game. If you're trying to implement systems in your engine that only came up because you were planning your 7drl game, I'd say that's pushing it and you should probably stop. Making a tool (your engine in this case) easier to use or better before the jam is totally fine imo.

I also don't think people should be making anyone feel bad about using preexisting code. It's only when someone is obviously trying to cheat for personal gain that it becomes an issue. Even then... it's just a 7 day jam to have some fun and perhaps better yourself.

Good luck!

3
Design / Re: OOP, ECS, Roguelike, and definitions
« on: February 24, 2016, 06:54:35 PM »
I came to see what Krice had to say and stayed for the great explanation by Omnivore. I like your approach to your ECS, primarily because you actually took a minute to look at the data and make a decision based on what you saw. To me, it seems like most people just pick some system that they heard was good and then assume it is what they need for their own solutions.

Also, I'm curious how you implement the database model. It sounds like there is a lot of wasted space due to the sparse nature of the table I'm imagining. And how do you keep your searching efficient with such a table as well? (I'm genuinely curious because I've never implemented a database myself. I've only used them and been unhappy with their performance)

Thanks

4
Off-topic (Locked) / Re: What do you think about steam?
« on: November 13, 2015, 01:43:09 AM »
I'm not a fan  of DRM so I try to avoid steam when I can.

As for why its popular, that is probably dude to it being the first platform to do digital distribution well. They quickly became known and they did it better than everyone else.

5
That's really cool. Good work and congrats

6
Design / Re: Sorting order of inventory
« on: November 10, 2015, 12:59:17 AM »
The assumption here seems to be that there is one way to view the inventory: a big list of items. Is it possible to rethink the way that inventory is displayed in a particular game?

We could think about new methods to display the items such as tabbed pages, allow the player to select categories that will be displayed, separate bags like in MMOs, a quickbar for your most used items, etc.

I'm sure there are some cool ideas we could come up with that haven't been done before.

As for the big list of items and what to display first, that will probably always come down to the way the game works out for the majority of players. Collect some data on what items are accessed the most often and then you could intelligently decide an ordering.

7
Design / Re: Thoughts on this "Hunger" system.
« on: August 25, 2015, 03:50:43 AM »
I'm not sure the hydration and starvation bars add much. Starting to lose health at 0 for either bar makes sense and would be assumed by most players I think. I do like the idea of experimenting with permanent debuffs for prolonged starvation and dehydration. You've got some good ideas there.

8
7DRLs / Re: Cipher Trials - Barely Finished
« on: March 17, 2015, 01:11:42 AM »
I really appreciate you playing. You also have some great ideas of how to improve it.

To be honest, I'll probably leave it as it is and move onto something a bit more complex. I learned a lot about the mechanic I was experimenting with and have some ideas about how to put it into future games, so I say it was a win.

Thanks again!

9
7DRLs / Re: Cipher Trials - Barely Finished
« on: March 16, 2015, 12:54:51 AM »
That's really strange.

When you get a chance, let me know what distro you're running, the version of love you have installed, and your version of lua. Thanks

10
7DRLs / Cipher Trials - Barely Finished
« on: March 15, 2015, 10:04:04 PM »
I finished my first roguelike (debatable) and my first 7drl tonight.

If you do give it a try, I welcome any and all feedback, constructive or not.

https://github.com/CaptainKraft/7drl2015/releases

The game is sort of a 5 hp game because you must start back at level 1 if you make 5 mistakes. Your journal will still have info that you gathered from your previous run. Unless you are extremely lucky, you will have to "die" a few times to fill up some of your journal so that you have more info to progress through the later levels.

My original goal was just to try to get some sort of mechanic that forces the player to experiment with information that they don't know. In the end, it's probably a bit too random and there isn't much depth with the "experimentation" mechanic.

Maybe 7 days wasn't enough to explore my idea, but I had a good time making it. Art is from a good friend of mine: Robert Shenton. You should definitely check out more of his work at http://robertshenton.co.za

If anyone likes the game, I'll put some more work into it to get it polished up. For now, I'm going to take some time off the game and rest my melted brain.

Thanks for checking it out everyone!

11
Programming / Re: How to avoid trashing what you've already written?
« on: September 11, 2014, 01:33:09 PM »
A good way that I have found to curb this problem is to force yourself to continue until you have finished a big milestone. If you must go back and refactor at that point, do so, but keep it short and sweet if possible. Then move on to your next milestone before you do any refactoring. Maybe if you write enough code, you'll look at it and think "that looks like crap, but that's way too much to refactor right now"

12
Programming / Re: Realtime Ruby WASD
« on: September 11, 2014, 01:26:16 PM »
Since this is a learning project, you might want to try implementing some basic roguelike libraries yourself. Use libtcod as a reference and see if you can get some dungeon generation, fov, etc. up and running. You'll learn a lot this way.

13
Programming / Re: Mazes: Not just for Maze-related scenarios
« on: September 11, 2014, 01:23:49 PM »
For rivers, I think it's worthwhile to generate a topographic map first.  Then you can make your river using a random-walk algorithm except that you never go from a square of lower altitude to a square of higher altitude.  This prevents the occurrence of several kinds of "well that's obviously wrong" scenarios.

Awesome work on the HG roguelike, btw.  It's a rare opportunity to engage audiences with something like an "arena combat" scenario that is familiar enough to them to not require explanation.

That's a really good point. The maze river looks cool, but do you need to fix any issues with it based on terrain?

14
Temple of the Roguelike / Re: Planning a mini 7DRL challenge for October.
« on: September 03, 2014, 02:09:22 PM »
Correct me if I'm wrong but it seems to me that "ordinary" roguelikes have no place in these 7drl's. I'm having "normal"  ideas but having looked at previous extremely weird (in contrast to normal roguelikes, not implying that weirdness is bad) entries or tech demos nullifies any interest at participating.

A lot of people use these jams as an opportunity to experiment with new ideas to find out if they work out. It's a great way to take a break from your normal development to play around with sometstuff you have been thinking of trying.

15
Programming / Re: Dungeon Generation standard elements
« on: September 02, 2014, 04:17:14 PM »
Would you consider a hallway a discrete element or just walls and floor?

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