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Messages - AdamStrange

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1
Other Announcements / Re: Roguelike Radio podcast
« on: May 15, 2018, 05:15:00 AM »
thanks Krice. my 7drl entry has been continuously updated (with the most recent addressing a lot of the issues and also having a linux build). the 7drl was really it's first public outing. I'll still be working with the engine :)

2
Other Announcements / Re: Roguelike Radio podcast
« on: May 14, 2018, 05:34:30 AM »
That's a very good answer. Nice and clear with examples of how and why thing work. Thank-you for that :)

You are correct in saying a lot of work went into the 3d engine itself - It is a custom build by myself and not using unity or any other 3rd party library. Maybe you'll see the style next year?

I definitely take criticism of poor gameplay and fully understand that. Hopefully I can improve next year? Maybe even with something ascii and deeper gameplay...

3
Other Announcements / Re: Roguelike Radio podcast
« on: May 13, 2018, 07:16:28 AM »
I was a little surprised that with the new podcast they didn't at least mention some of the more graphical entries. Admittedly I am biased as I wrote one of them. But I would have thought there would have been some minor discussion about the use of 3d.

4
Traditional Roguelikes (Turn Based) / 7drl BloodCrypt now at V1.06
« on: May 06, 2018, 11:04:46 AM »
OK, Just updated bloodcrypt to V1.06
This adds a new tutorial 4 complete floors to explore plus loads of new monsters traps, etc.

Check it out here:
https://adamstrange.itch.io/bloodcrypt

And here is the Llst of changes:
Ver 1.06 changes

bed, bedding, coffin, wood, coffin-open, shelf, bones, cup, plate, magnifying glass,  models added
hovering over a monster brings up a magnifying glass
main menu alterations
new logo integrated into menu and map view
objects now activated. gold,  food,  etc can be properly dealt with,  picked up etc.
display speeded up with new object managment system
monster(3d) and ui(2d) graphics seperated
inhabit mode now shows axe and axe movement when attacking
initial magnify info panel added
monsters now have automatic info panel
things have automatic info panel - key, coins, food
new menu graphics with new logo
new tickbox graphics
infopanel  tickbox activated by mouse click or S or DownArrow (when highlighted)
when info panel is not shown - clicking when the magnifying glass is shown will give help text
null added to dressing
lightFX now has second grid added for more things
nulllight added to lightFX
initial work on getting hidden tiles to function correctly - sometimes they don't drop right
fixed nasty bug which prevented movement from one tile to another
monsters now spawn more regularly
monsters can't spawn on top of other monsters
initial trigger systems activated for some lighting
fire and big fire now cause damage if walked over
minor graphic glitch with direction arrow sorted
lots of testing :)
layout editor click on map moves to position
scrolls can now be picked up from off the floor by click next to them
books are now things - they can be picked up
fruit, cheese, ham can now be on things
monsters spawn more randomly - before they would always spawn. now they have a 0% chance of spawning
monsters will hit back when attacked
things can be picked up in front of you in inhabit mode
minor menu graphics tidy up
normal and inhabit movement now synchronised correctly
inhabit now has vertical 'breathing' added
internal tile data format changed to support multiple card decks
editor - now supports multiple card decks
initial level 3 sewer layout done
tracker sequence sound reset sorted
when escape (exit to menu) pressed map will also vanish if visible
map now renders fluid
map now shows correct details if been revealed - hidden parts are not shown
map now renders path
map now renders sewers correctly
dust particles launch when knight moves
gribmax has new graphics
gribmax now pops and spans dribbles
trapdoors now have popup info
modified main shader to darken things as they go up. this gives a better render effect for the lights
added some extra 3d position checking
scores now integrated
scores now saved
scores now shown in main menu
gold amount now linked direct to score
movement bug - where you couldn't move - initial code rework
transition from current floor to new floor code complete
gates now have closed mechanism
corrected internal floor jump systems
added floor up/down systems
you can now travel to different floors
corrected right bottom icon display issue
increased graphic fidelity
minor score table edit to prevent multiple identical scores
going up/down floors takes you out of inhabit mode
2x2 steps added to items
6 colored potions added to dressing
external map different carddeck support added
internal carddecks added to editor
spikes now operational along with hidden triggers
spikes added to main map - so you encounter them first
card decks now operational
initial blood sewer tiles complete
level not clearing bug (where completed level was still present) fixed
spike toggle when in inhabit mode corrected
enemy2 becomes a wurm
wurms added to the red sewer
enemy3 is a batusbat
bats added to red sewer
book icons added to GUI
tentacle added to monsters
fallOff map created for monsters to track movements
skeletons now track your movements and will always find you
optimized fallOff map - it only calculates 1 offset per frame. it means creatures further away might not move
additonal map tiles added so there is the opportunity to have a book at start - if found!
books now appear in gui. there are 6 kinds with one being random
each level now has a title and basic help text on what to do
2d graphics are now crisp
levels start faded to dark grey when title shows then color and lights are added
potions now appear in the gui. there are 6 kinds
pink potion is BIG
red potion is heal/hurt
green potion is immune
when big - you cant go through archways
fixed mouse over blocked movement bug
titles now show when you jump to a new floor - basic help on what to do
implemented splash screen into core windows
yellow potion is strength
initial scroll UI set up
correction to internal bitmapfont controls to correct alpha blending
5 helpful scrolls added to tutorial
more movement error checking added
quest buttons now start un-enabled
quest buttons now updated And saved/loaded correctly
available decks now 4 not 3
new monster wraith
new level ossuary
new mx2 logo added
corrected scores
added lots of coins
bone throne added
skeleton warriors added
ossuary starts with more bones!
corrected floor/level when saving/adding scores
skeleton king ole boney added!
new modified potion icons that actually show what the potion might do...

5
7DRLs / Re: [7DRL 2018][Success] BloodCrypt
« on: March 25, 2018, 11:46:27 AM »
Now updated to V1.05

6
Traditional Roguelikes (Turn Based) / BloodCrypt now at V1.05
« on: March 25, 2018, 06:33:58 AM »
new release for Windows and MacOS
https://adamstrange.itch.io/bloodcrypt


Here is a list of changes:

menu buttons now use game font
Keys A/D now rotate view
UI graphics slightly altered
smooth camera motion now added
blood hits screen when monsters attack you
Top Left UI now shows bones when a monster is killed
New Monster: Skeleton. appears after 6+ bones!
general output light is now brighter LightGrey instead of Grey
lighting brightened and toned down
Key i now activates inhabit mode
Key o now activates overhead mode
Escape Key goes back to menu
inhabit mode tidied up a bit
bone graphics modified
monster info shortened
rotate buttons added to bottom right of screen
new icon graphics fitting with style
monster movement tweaked
gribmax has 30% chance of giving you health when killed
new trapdoor animation and models making things much easier to see
new tree models and tree textures
new inhabit icons at bottom right giving movement and fight
new rotate icons at bottom right
new keyboard controls for inhabit arrows, qweasd.
bugfixes to new tile routines
corrected inhabit to an from normal errors
level jump codes added
some food has higher probabilty of being poisoned
crates, barrels, rocks, plant, cross  added
new tiles added
tile colors modified
sound trap and get-to internal tile triggers added
dressings now have a height value
new menu graphics
trapdoors now open when the key is collected
pink knight now moves properly
monsters now move properly
monsters now display blood scratches when hit
4th fluid shader added
New Map view added with icon and keyboard M to activate

7
7DRLs / [7DRL 2018][Success] BloodCrypt
« on: March 16, 2018, 02:40:14 PM »
Full 3d (using a custom written engine - not Unreal or Unity) roguelike:


with a new realtime light system and overhead view, play similar to Warhammer Quest:



Inhabit your character and get their first person view:


Or get an overview of the entire map:


BloodCrypt feels more like a table-top RPG than other Rogue-likes.

https://adamstrange.itch.io/bloodcrypt

8
Traditional Roguelikes (Turn Based) / Re: BloodCrypt Released
« on: March 16, 2018, 07:45:47 AM »
V1.04 now upped


Here’s the changes…
– if a monster can be attacked cursor glows red
– corrected knight eye view
-basic food added. some food has random chance of being nasty. food is static, when it’s there. it’s always there
– clicking monsters now display health and attack levels
– monsters now display health and attack points above them when clicked and attacked
– new movement and attacking system for monsters
– red square to attack text added to menu
– attacking monsters has a 30% chance of the monster getting an attack in first
– monsters now drop 1..4 gold when killed
– more map locations to discover
– top indicator now shows both health (now green) and attack (silver)
– max health extended to 8 (previouly was 4)
– bestiary now includes gribbmax: a more bigger, badder gribble
– monsters now act in groups

9
Traditional Roguelikes (Turn Based) / Re: BloodCrypt Released
« on: March 14, 2018, 02:47:26 PM »
Ver 1.03 update.
Here's the changes:
Ver 1.03

Vegetation now animates
Flickering lights toned down
Books added
New 3d models added
New map decor
Map changes - crypt tree added
Clicking knight displays information and raises and lowers
Clicking a monster gives you some information
Knight now faces proper direction
New 'inhabit' mode, where you get the view from the knight - activate from new icon at top
Bugfixes
Direction arrows added when there is new ground at edges of tiles

10
Traditional Roguelikes (Turn Based) / Re: BloodCrypt Released
« on: March 13, 2018, 08:19:27 AM »
Ver 1.02 no upped with
gold
monsters
permadeath

11
Traditional Roguelikes (Turn Based) / BloodCrypt Released
« on: March 12, 2018, 10:37:58 AM »
Written for 7DRL, BloodCrypt is ready for you:

https://adamstrange.itch.io/bloodcrypt


It's a full 3d roguelike based on tiles.

Currently there are no monsters or sound... But I can hear scratching getting closer...

12
Traditional Roguelikes (Turn Based) / ColorMeRogue Released
« on: April 18, 2017, 12:55:37 PM »
https://adamstrange.itch.io/colormerogue


This was written over 14 days for the 1bit clicker jam and features emulated chip synth sound and very retro 1bit graphics - although the color will seep in.

Let me know if there are any issues, hints, suggestions...
https://adamstrange.itch.io/colormerogue

13
Mr Pickledtezcat, your blog seems broken with allowing comments by the way ;)

14
Programming / Re: Smart AI vs Expensive AI
« on: June 28, 2014, 06:57:39 AM »
there's also the actual code element to this:
It is simple to say "Monster check FOV for interesting things".
The code for it would depend on how you are storing things - lets assume a single monster, a list of items with their location or are items stored in the map list.

code:
for each item check if in view range
if in view range check if in view (walls would prevent seeing)

that is fine for a small number of items, but becomes intensive for large numbers of items and also large numbers of monsters. you really need a solution that does it in the fewest possible steps.

FOV by tiles is very expensive..

15
Programming / Re: Smart AI vs Expensive AI
« on: June 23, 2014, 05:58:34 AM »
also it depends on your game mechanics:
realtime or turn based
If it is turn based, you probably won't see or understand complex ai
If it is realtime, then there are a lot things to deal with first, the main one being "trapped in corners" - get a simple movement that doesn't get trapped first then build a second behaviour. after you add a behaviour - check it works and your monster doesn't get trapped, or stan in one place going round in circles, etc

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