Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - hsw2201

Pages: [1]
1
Programming / Re: question regarding time management
« on: November 20, 2015, 11:35:13 AM »
Looks like you understand perfectly.
Thank you very much! ;D ;D

2
Programming / Re: question regarding time management
« on: November 19, 2015, 10:52:26 AM »
You should take a look at two things: Vector and List.

A Vector is a dynamically resized array.
You would need to check each unit in the entire Vector every click, to see if any unit was up to act on that click.
You would just add a unit to the Vector and not care where it got placed.
You could add the player at the head of the Vector, so the player will always win ties for who is up to act that click.

List is a doubly linked list
So when you add an element you do it as an Insertion Sort priority que.
You use the click that the unit is up to act next as the value to check and insert at the right place.
When you get the next unit up to act, the List is already sorted so you just get the unit at the head of the list.

For a turn based game it doesn't really matter which you use, just pick the one you feel comfortable with.
Vector seems nice. I don't know I'm on a right path, but... maybe I can use vector as a list of Actor objects(pc, npc, etc.) and each Actor has its own queue of actions. So every click, front of that queue executed and if I iterate vector from front to end, then (global variable) CLICK++ executed!
Since vector will store Actors of that level only, there seems no problem....right? ;)

3
Programming / question regarding time management
« on: November 15, 2015, 05:24:22 AM »
Hello there!
Although I'm in an environment which access to programming tools are almost impossible(I'm currently in mandatory service in army), I'm trying to design my own RL-thing.
So I'm now thinking about time management(Or turn scheduling, whatever) with global variable for turns. Say, one "turn" is 10 "clicks". And every action has [ready time],[wait time], [click-based total cost]. For example when @ moves A to adjacent tile B, action "MOVE" will be executed. And "MOVE" is consists of 8 clicks of ready time and 12 clicks of wait time for standard. Total cost is 20 clicks = 2.0 turns. @ spends 8 clicks at A, and then spends 12 clicks at B.
Other monsters or NPCs will use same click based actions simultaneously, so time will passes 1 click at a time for everyone. I think this is quite good, and I want to stick with this system. So problem is, which data structure should I use to implement this? I have some little experience in C++, but not so fluent. Thanks!

4
Design / Re: my recent thoughts
« on: November 21, 2014, 10:43:00 AM »
D&D also has that quite ridiculous power fantasy, from noob to demi-god character development. In a way it works as it should, but alternative gameplay systems are possible. I think the reason why we don't see them often is that just as ascii graphics the style of gameplay in roguelikes is conservative.
Conservative... Well since roguelikes are evolving these days, there will be some rooms for alternatives I think ;D thanks for reply!

Why stop there? Get rid of damage and hit points entirely, make everything based on statuses. Forces far more interesting interactions.
That's nice. But I don't think I can handle that. My skills are quit limited so I'm trying to add some stuffs to basics.
If there is no hit points then it will became hard to make balance in battles :'( Well I'll keep that in my mind and try someday. thanks!

5
Design / my recent thoughts
« on: November 16, 2014, 05:55:23 AM »
Hello there!
Though I'm quit noob in both roguelike and programming, some thoughts recently emerged to me and slowly forming into sth. Well, so I decided to got some feedback so I may know it is good or not.
my thoughts are these:

I.   Quit dangerous world for the inhabitants. I will give characters very small HP, say, their Toughness attribute point(6-20) + ToughGuy(or Girl) skill level(0~5) * 3. that gives minimal HP 6 to Maximum HP 35. Given that typical longsword can cause 1~6 damage, it will be really hard to battle against multiple opponents and monsters. Hey, monsters are called MONSTERS because they are beyond reasons of humankind ;D? So it becames not hit-and-Oh :o-I-got-damage, but block-and-dodge-oops-this-hurts! style battle. There will be skills for block&dodge of course, And those who wield shield will be got huge advantage in blocking.
II.   Strong, but not that strong. I am South Korean, and there is one thing in korean Fantasy fictions:Crush them all. The protagonist become more and more stronger, so powerful that he(mostly HE) finally became some sort of ultimate destruction bringer which can destroy even The God or planet itself. This is very common in my country’s fantasy fictions(that is why we koreans call them FIREWOOD-we must burn them all!), so I’m sick of them. In my game, PC will become stronger, yet there will be some humanlike limits. I want to see some wits and cunning to defeat powerful enemies. There will be no superhero(if you get my meaning), only skilled warrior or wizards. In real world, even a master of swordmanship cannot withstand handfull of armed guys! I want that sense of reality.
III.   Finally, my own elfin race. Since Tolkien present us with his elves, I see them quit lots of places. I think it is high time to get out of his shadow and step to new possibilities. Of course I love elves of Middle Earth, but I saw entirely different elves in Michael Moorcock. Eldren, Melnibonean, Vadhagh… They are quit an enlightment to my Tolkien-adapt eyes. So I quietly design a race which has strong willpower and some features from fairytale, etc.

Well these are my thoughts. Any opinions are welcome, and sorry for bad english.

Pages: [1]