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Programming / Re: Roguelike Game Engines or Developer Wanted.
« on: March 05, 2009, 09:03:15 PM »Seeing as the 7drl challenge starts in 2 days, let's do it after it's over, ok?
Roger that. Have fun and good luck!
~D.
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Seeing as the 7drl challenge starts in 2 days, let's do it after it's over, ok?
It's not so hard. I picked programming up from scratch last September, and got a basic game out in January, in spite of having very little time to learn or do work on it. And I started from absolute scratch, inventing my own line-drawing algorithms and so on (because I was too dumb to read other peoples code).
Free Pascal helped a lot - it's very easy to learn if you have no coding history. If you want to code purely for gaming then you really don't need to know much programming - just some basic display and math libraries and how to handle conditions and loops. If you want a well-coded game you can learn pointers and OOP, but it's actually not necessary. Another important thing to remember is to start out small - your ideas are big, and won't get anywhere unless you start out with an extremely stunted version of them.
For help on learning some basics it can do a lot of good to read some article on RogueBasin. An excellent starting point is this one:
http://roguebasin.roguelikedevelopment.org/index.php?title=How_to_Write_a_Roguelike_in_15_Steps
Maybe right the story? make the quests more interesting? Talk to the programmer and figure out how to make existing stuff better, and so on.
Actually if you look at the AD&D CRPGs they in fact often improvised a little with the spell effects.
As rule system for a CRPG or roguelike its just not an ideal choice because there are too many rules and too little system. Its not impossible or stupid to try, its just .. a bit on the tedious side to implement faithfully.
I'm afraid you have a rather low chance of finding someone to program your design for you (unless you offer to pay for it of course). You'd probably be better off learning how to program, it's not so difficult and you will gain a remarkably marketable skill in the process.
as you confess you are neither a roguelike afficionado nor a programmer.
Let me therefore tell you that the retro look of the roguelike is decieving!
Random levels are not: It basically means that you need to program something that can compete wit a human level designer. And there are people out there who can make a living out of designing levels.
2nd straight AD&D.
Dont get me wrong, i love 2nd ed and wouldnt touch 3rd ed with an 11 foot pole. But there are 2 reasons why it doesnt lend itself well for a computer game in general, and a roguelike in particular.
1) Exceptions, exceptions, exceptions to each and every rule.
2) its party oriented. single L1 wizard going adventuring? In a roguelike? (Go to dungeon, cast magic missile, run away, get out, rest 24 hours, repeat)
If you are mainly interested in AD & D check out this site and forgotten realms unlimited adventures:
http://frua.rosedragon.org/modulelist/classic.php
why 1sted over 2nded or 3.5ed or boring d20? why not any of the other million classic rulesets?