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Messages - purpleflayer

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1
Perhaps you have simply a "default attitude" for a species, and then a map from species id to an attitude.  And if he sees somebody not in his map, he uses his default.  This way you only need to hold data, when he has something specific grudge or likes some species.  Let me use a pseudocode to show what I mean better ;)

Code: [Select]
-- create species ids
orcs = new Species()
goblins = new Species()
elves = new Species()
dragons = new Species()

-- default attitudes
orcs.set_default_attitude(Attitude.HOSTILE)
goblins.set_default_attitude(Attitude.HOSTILE)
elves.set_default_attitude(Attitude.NEUTRAL)
dragons.set_default_attitude(Attitude.HOSTILE)

-- specific attitudes
elves.set_attitude(orcs, Attitude.HOSTILE)
elves.set_attitude(goblins, Attitude.HOSTILE)
orcs.set_attitude(goblins, Attitude.FRIENDLY)
goblins.set_attitude(orcs, Attitude.FRIENDLY)
orcs.set_attitude(dragons, Attitude.SCARED)
goblins.set_attitude(dragons, Attitude.SCARED)

So the orcs and goblins form an alliance, and they are scared of dragons, and the elves do not like them.  You could even extend this so you may store a "personal" attitude as well as a specific one.  So if an orc acquires a grudge against some particular dragon, he may do
Code: [Select]
Blork_the_orc.set_personal_attitude(Prog_the_dragon, Attitude.HOSTILE)

And of course you can define groups of species called factions and then includes PaulBlay's saying earlier.

2
I think that the easiest way is to make something you like and see how we think of it! ;)  By the way I have tried Inform 7 before and I am not sure how you can make a roguelike unless you provide your own curses.  Do you have a concept test that we can look at?  It sounds interesting

3
It is interesting, I don't think I have before seen a library written all in a header file!  ;D  I was at first confused!

Here are some ideas, they are not big but might be "nice".
  • since functions are defined in the header.  guard the file by wrapping it in "#ifndef TINYCURSES \ #define TINYCURSES" ...rest of file... "#endif".  in case a user accidentally includes multiply, this will make it safe, and also gives them a define to test in the case that they are swapping several curseses in and out
  • try for booleans this: typedef enum{false, true} bool;  (it is basically the same but a little nicer)
  • good work on mouse, with automatic cell coordinates, but please look at the buttons somehow also ;)

Please keep up good work! :)

4
Traditional Roguelikes (Turn Based) / Re: Agduria
« on: April 28, 2009, 12:35:07 PM »
I added the page for chickhack my self some time ago.  Because I know it better than any other person since I made it. :)

5
Traditional Roguelikes (Turn-based) / Re: Good coffeebreak rls?
« on: April 09, 2009, 09:07:01 AM »
The reason so many games keep including them is because so many developers like them (me!). ;)  I suppose the best idea would be to have vikeys, wasd, and numberpad all supported at same time.  Of course then you have almost no keys left! ;D  User configuration keys is better solution I guess!

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Traditional Roguelikes (Turn-based) / Re: Good coffeebreak rls?
« on: April 07, 2009, 01:42:25 PM »
There is no numberpad on a C64 keyboard, silly billy! ;)  But I will support it in "proper" roguelikes I make.

7
Programming / Re: Kharne Alpha 1 Available
« on: April 01, 2009, 06:31:09 AM »
I like the "monster summary" in the bottom corner.  That is very interesting approach.  I do have a complaint though which is that, I could not remember what all the button syuymbols are.  Is it possible, you can add a little word beneath each to remind what they are?  Perhaps within the icon if you may not mix graphics and text on such controls.

Keep it up :)

8
Other Announcements / Re: Rogue creator has blog.
« on: March 26, 2009, 08:40:23 PM »
What a find!  To see one of the persons who we must thank.  And a nice person too! :)  But maybe I don't know what he will think, if we send him a gravestone. ;)


That Jesus stuff is pretty scary.

I am not sure what you are referring to.  Even if you do not believe what he does, this is not scary even at all!

9
Programming / Re: Roguelike Game Engines or Developer Wanted.
« on: March 20, 2009, 01:31:36 PM »
I would be happy to help with answering questions or even writing some small parts of code if you have some specific troubles.  But I could not spend time to write whole thing as I already have a project and, am also chasing a problem in my 7DRL release. :)  Unfortunately I am not familiar with Pascal, but a few other languages.

I think another person already has mentioned that "libtcod" is very good portable library for drawing on screen and handling map.  I am using it in my own project.

10
Programming / Re: Alphabit Rogue
« on: March 20, 2009, 01:13:02 PM »
I would love to try this, it looks amusing.  Here is some possible inspirations for another word game: http://www.askoxford.com/wordgames/wordchallenge/?view=uk  I hope you like one of them :)

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Traditional Roguelikes (Turn-based) / Re: Good coffeebreak rls?
« on: March 20, 2009, 01:07:16 PM »
Just wanted to say, that my 7DRL chickhack is pretty short so you may like to try it.  I deliberately made it short enough that, I would not have to write any save/load game code! ;)

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Other Announcements / Re: The 2009 7DRL Challenge has begun!
« on: March 18, 2009, 08:07:28 AM »
I wrote an article in "RogueBasin" for chickhack and i had to write one for "Commodore 64" too as nobody has used that yet it seems ;)

Oh, i love my medal also :D

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Other Announcements / Re: The 2009 7DRL Challenge has begun!
« on: March 16, 2009, 09:01:46 PM »
I must inform you that chickhack was also a success!  You may obtain it here: http://code.google.com/p/chickhack.  What a fun challenge.

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