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Messages - ballsystemlord

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1
Design / Re: 7DRL challege advice tips idea
« on: March 30, 2015, 06:18:54 PM »
 :'( Unfortunately, in order to change the games as I proposed it would require a very large array to hold all the levels and the monsters and have them generate the dungeon and live in it, even while the player plays. This can be done but the current version of angband and it's variants all depend on a very specific setup and a bunch of global arrays and variables. This rendered the task impossible to do, at least in one week, I'm still developing it, but I'm starting from pretty much scratch. :)
I'll keep you up to date, though I think I will start another post  :)
Some of an advantage has been gained, however, since starting from scratch means that I will be able to implement more then one of my ideas. How would you like to be able to have a non scripted conversation with an AI? Yes, it can be done, all you have to do is to tell the AI what each thing in the dungeon is, give it the ability to compare things like this crude example:
Code: [Select]
if(item > mouse && item < elephant) { printf("It's a medium sized item." } and then specify how the sentence is to be assembled. It might not work for something other then English, but I don't know other langs so English will have to suffice, at least for the time being.

2
Design / Re: 7DRL challege advice tips idea
« on: March 05, 2015, 05:00:01 PM »
Whatever base I use is going to go through some serious modifications. I was looking at the code from oangband, since it has a nice AI (from what I understand), and I was most surprised to see that the code from the dungeon appears to be directly coupled with the code to draw the interface, I would have thought that the designer would have made the data go through a FIFO or some such thing, then you could have a decoupled interface which would greatly simplify the coding and allow others to write up one of there own interfaces without having to modify the main game source.
But I am planning to write up some pseudocode since it would really help me to get something down on virtual paper so that when I actually start coding I don't miss anything and I don't have to send a reply email to the ever so interesting "Why do the sharks swim in the lava"  type questions.
I'm going to be busy the next few days, but I'll try to stop back before the 15th.
PS: Is there some way to turn off the captcha? I'm asked to fill out one every time I post.

3
Design / Re: 7DRL challege advice tips idea
« on: February 21, 2015, 09:27:05 PM »
Yes, I was thinking of taking one of the available rouge type games and modifying it. I think it would be within the scope of the rules, since having to create and enter in all the details about the monsters would, in and of itself, take a month.
I'm not sure which one yet but I'm thinking angband since it has no scripting dependencies, and it's code is, from what I've been able to gather so far, well documented.
If I do do this I will have to release it as an "_Alpha_ play at your own peril" type game because, as you noted, a dungeon created mostly by the monsters would be difficult to balance.
Thanks for the link to the radio, hearing about how others fared is very likely to help me.
I'm not sure if I should be so enthusiastic about this as I might not even complete it  :).
One quick question, does anyone have an idea where I might find a good guide on writing cross platform C? Not, of course, that I'd actually have it working cross platform on day one, but, someday.

I'm going to add a few more details for you interest and comment, not because I have a problem:
I'm thinking that the ants should follow each other:
Code: [Select]
if( you == leader)
{
    ant_pathfinder(cur_pos, destination);
}
else if(attarget(leader) && !attarget(cur_pos))
{
    generic_pathfinder();
}
else if(leader == occupied || leader == dead)
{
    if(closest(cur_pos))
    {
        //You are the new leader.
        you == leader;
        continue;
    }
    else
    {
        push(action_waiting_stack);
    }
}
else
{
    follow_the_leader();
}
Code: [Select]
ant_pathfinder(cur_pos, destination)
{
    if(you == leader)
    {
        /* next_tile_to_target returns an int each time it's called
         * that represents the next tile that could be walked on
         * starting with ones that will take you to the destination the
         * quickest or forwards, upper right, upper left if there is not
         * best route.
         */
        tile == next_tile_to_target(cur_pos, destination);
       
       if(tile == water)
      {
          leader == occupied;
          form_ant_bridge();
      }
      else if(tile == lava)
      ....
    }
}
For mice and things like that:
Code: [Select]
mouse_pathfinder(cur_pos, destination)
{
    if(next_to_wall == false)
    {
         if(fighting == false && (eating == false|| eating == true && full == false ))
         {
              find_nearest_wall(cur_pos, destination);
         }
         else if(eating == true && full == false)
         {
              eat_more(cur_pos);
         }
         else
         {
              // Must be attacking.
              fight();
         }
    }
   
    // Head to target
    .....
}

Notice that even if the mouse is summed it will behave according to it's nature and hide in the shadows.


4
Design / Re: 7DRL challege advice tips idea
« on: February 19, 2015, 12:54:31 AM »
I've never heard of DCSS please pass a like, searching has turned up nothing.
Your correct, I may never make the deadline. I wanted to start with one of the rogue likes out there (have to start reading their code). I thought that I'd try anyways, it would make a great learning experience.
I was kinda brain dead when I wrote the post as I have just gotten done reading 100+ posts on the subjects from roguelikedeveloper.blogspot.com.
I'll be more specific:
I mainly want to change the AI (at least for the 7DRL challenge).
I will not be needing the dungeon generator that much.
I want the boring beetles, ant's etc to generate the dungeon.
The mice and insects should run along the sides of the dungeon and the shadows, not be sleeping in the middle of the room.
It should have a recycling ability, so that you could arbitrarily set the date that you enter (from when the orb was placed), and then the dungeon and monsters would "in fight", dig, nest, reproduce, etc.
There will need to be a monster that eats bones and spits out wall. and one to recycle the weapons bring them to the surface, or something. This would greatly affect the balance and that's where I'm worried that I'd run out of time, I can almost see the code that would need to be written.

Again, thanks for your patience and assistance.

5
Design / 7DRL challege advice tips idea
« on: February 16, 2015, 11:04:44 PM »
Hello, I'm new here.
I've been interested in rogue likes for some time now but I've not found one I really liked. I've played moria, angband, dugeon-crawl-stone-soup, and powder. I could reflect on the poor design, but that's not what I'm here for. I wanted to create my own, and seeing that there is a 7DRLC comming up I wanted to know if you guys have any advice, tips, or ideas. Mind, I have some of my own but creating a whole universe is a daunting task and I think myself foolish to attempt it in seven days, even considering I preplanned it. Even assuming that I precreated the monsters it would still be tough. And I'd also have to play test it.
So, I decided to ask you how to go about it best, I've still lots of reading to do so the design is not a done deal.

Assuming you like details and you don't mind another block of text I'm giving you as many details as I have.
I know C, I've been programming in it for two years (yes, I'm a young wipper snapper). So it will probably be written in C. I also know SQL and I think many of the tasks of storing monster/player/weapon data could be much simplified using it.
Here are the features I want it to have:
Persistent dungeons
Friendly/neutral monsters (as opposed to all hostile)
Monsters who, if your nice to them are befriended (somehow when I bath the ugly things in mutogenic energies I expect that they will like me; if for no other reason then that I've got what they want )
BIG/extendable dungeons (the giant ants should come from a nearby giant ant hill)

Well it's getting late, so I'll leave you with that.
Thanks for you assistance.

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