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Messages - quixotic

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Programming / Re: Realtime Ruby WASD
« on: October 20, 2014, 04:54:36 AM »
@mcouk-
Thanks! Reading now. A storm knocked me for a loop, learned to make backup -.- The RubyQuiz site is actually what convinced me it might be a fun project :-)

Updated game name:
"Treasure Bro"
AKA
"The prequel to 'Treasure Bros', although the chance of netcode is effectively 0"

Because loot is really what makes my chest thump, as a player.

2
Programming / Re: Realtime Ruby WASD
« on: September 24, 2014, 02:58:07 AM »
@CaptainKraft-
Dungeon generation/etc. have always been intended in Ruby :-) They're actually not that bad, logical operations are easy/fast/expressive. I can't speak any other language out loud and have other people understand what I said :P

The problem was drawing(I don't want to learn openGL/other languages for his project). As a realtime game, sprites/layers/moveable fonts were kind of a necessity... drawn not necessarily fast or pretty, but not ridiculously slow either.  BearLibTerminal pretty much enabled me to move forward.

(AKA "thanks again Cfyz")

Dungeon generation is leaning toward Caves/Fortress/Swamp kind of settings. Caves being some flavor of random walkish behavior, fortress levels being more cartesian with premade "rooms" to plunk down near eachother and connect, swamps being... I dunno... some kind of gaussian nightmare? :P Tile types(E.g. "slow tiles" or "poison" for swamps) won't really be implemented for a long while, so swamps will be pretty straightforward. Although if you somehow magically find a chokepoint in a swamp, treasure it.

3
Programming / Re: Dungeon Generation standard elements
« on: September 03, 2014, 02:15:11 AM »
Vaults as well. Or other similar "premade rooms" as addressed with the hallway question.

4
Design / Re: Are MMORPG's games?
« on: August 28, 2014, 06:54:09 AM »
Another MMO to look at might be "Puzzle Pirates"- a series of discrete win/lose puzzle games whose overall effect is to affect ship speed, combat, etc... against other ships or an overall quest. How is this different from interactions in hack and slash RPGs?

Sandbox games are another example; is terraria a game? Tabletop Role Playing Games? Multi User Dungeon? Dwarf Fortress?  Party games? Drinking games? At a certain point semantics will get silly, if we use the "endpoint" and discrete goal state in our definition.

The original criteria that I was taught in school was "Players, Information/Decisions/Actions, Payoffs". It's a very easy bar to meet. The payoff does not need to be in the form of a "score"(and does not have to occur at a discrete endpoint), the decisions do not need to be complicated, and the player do not need to enjoy themselves for something to be a game.

5
Design / Re: Positional Combat System
« on: August 27, 2014, 06:34:14 AM »
Heh. I was just talking about positional combat.

There was an old roguelike that let you do positional based moves... E.x.:
.  . |
o@|
.  . |

You could run up the wall and jump behind the ork or somesuch. Can't for the life of me remember the name.

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Programming / Re: Realtime Ruby WASD
« on: August 26, 2014, 09:49:08 PM »
@cfyz- Heh. Have already been skimming bearlibterminal, Rubygame, libgosu, OpenGL, SDL, etc... Was already using libtcod. I'm at the step where it seems browsing others' code and libraries is more useful for learning than coding :-) Logic/systems is fun, but the "other stuff" I need to figure out.

I'd rather my roguelike not be "The first roguelike written with nokogiri*", finding intuitive libraries that work is part of the !!fun!!. Deleted(well, there are backups) my TCOD code today in a ragequit to start writing some things in Gosu.

*actually. using scraped databases to procedurally generate would be interesting; if you're using BLS data, an economic downturn could mean the death of your character ;) Scraping and PDF manipulation is basically all the apps I've coded so far.

7
Programming / Re: How to avoid trashing what you've already written?
« on: August 26, 2014, 09:35:03 PM »
Just did this :-P Code looks alright, but suddenly fed up with a library and using others/writing it myself. I keep copies of any deleted code though, obviously.

As an amateur I think it's part of the learning process. With other applications, I ask OTHER people if something needs deleting. Can't really assume a lack of bias as the original creator.

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Programming / Realtime Ruby WASD
« on: August 25, 2014, 08:45:31 PM »
Hello world. Interested in making a roguelike in Ruby. Learning project :)

At stage 0; what are some good libraries to play with? So far, checking out gosu, chingu, tcod, rubygame, etc....

Trying to compare UI; any input would be appreciated.

Objectives:
*Realtime
*Sprites(For communicating direction-relative stuff; Field-of-View, blocking, backstab, etc.... asis I'm just modifying fonts in TCOD)
*WASD+Mouse(TCOD.mouse_get_status(lbutton_pressed? x:y)  sort of dealy; WASD+mouse feels visceral)
*Some sort of code for transitioning between dungeon tiles smoother; not a priority yet, but it'd be nice down the line
*More "Triangle Wizard" or "Pyromancer" than "Nethack"

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