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Messages - abecedarian

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Programming / Re: What rpg system are you using?
« on: August 27, 2011, 06:57:44 PM »
Really interesting thread... Choices, choices, and it's so subjective!

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Programming / AstralHex Progress
« on: August 27, 2011, 06:52:02 PM »
Hey! The project I've been working on for quite a while now is still happening.. working title is AstralHex! Just got the Field of View math down which was surprisingly complicated due to the hexagonal grid..

Got a video here:
http://www.youtube.com/watch?v=f7gknTJSmsc

Next thing I'm going to tackle is combat.. I've already had a working melee engine but it was kind of temporary.. Three areas of combat are

-Melee
-Ranged
Not sure how to handle stats involved with Melee and ranged... Accuracy, Strength, Defense for each? More stats? Open to suggestions!

-Magic
Types of magic:
Blast, Bolt, Area-Effect  (ie, Fire, Ice, Lightning, Poison)
Specials (ie, affect landscape, grow trees, etc)

There are going to be status effects like:
Bubble, Mirror, Slow, Petrify, Ghost

What I need to decide is how the Stats, Experience and Leveling are going to work...
How equipment effects stats... How these stats relate to combat...
How to determine stats of entities at different levels..

I am not really sure how that's all going to fit together... Not super-familiar with roguelikes anyway (and btw, am definitely not constraining myself to traditional limitations of roguelikes)

I was curious if anyone had any suggestions on variations of combat systems that could be implemented? Links to articles or explanations of those systems would be appreciated! I'm going to do some research on D&D type stuff right now to find some inspiration.. Trying to keep the number of stats to keep track of reasonably low..

This is a turnbased game btw! Each Entity has a Charge-Timer and a Speed Value...
CT=(CT+Spd)
If CT>100 then it's this Entity's turn
(This was inspired by Final Fantasy Tactics for PSOne)

Anyway, thanks Getter77 for reminding me to keep you guys posted! I feel like this is one of the best places to ask for design-ideas.. The game is still very open-ended in that sense - I'm just now getting to the really fun stuff, so feel free to have a voice in the matter!

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Other Announcements / Re: Project: Roguelike Renaissance
« on: April 25, 2010, 07:11:09 PM »
Sounds like you've got your work cut out for you... Good stuff with the tablet, I've always wanted one! It looks like you're very ambitious and I respect that.. Consider me at your service, primarily for pixel art knowledge because I'm very aware of the subtleties of the art, but like I said, I'm most accessible through email! ;D
CHEERS
-ian

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Programming / Re: AstralHexRL LIVES
« on: April 25, 2010, 02:13:47 AM »
Hey I'd be happy to help with any aspects of pixel art as I've been doing it since I was 13 or so which was when i first started coding and making graphics for my games.. actually way earlier than that if you count my childhood mspaint days (ahh windows 3.11, how i miss your spray paint tool!)

That video you saw, getter, was pretty much the most boring tile I could have picked.. That's just because most of the tileset is finished and I just randomly got the whim to make a video, so there's not much left to choose from! The video i'm talking about is this: http://www.youtube.com/watch?v=pDN7hOkqVD4  The video isn't fast paced because I'm using a laptop touchpad! (So frustrating.. I had a mouse for much of the tileset, but not recently... A mouse would triple my speed -_-)

i'm checking out the forum right now, and it looks like there's a lot of cool stuff going on.. Glad to hear it, and i'm going to spend some time browsing today. I'm not necessarily going to frequent the forum too much aside from updates on Astralhex and occasional checking in though, but feel free to contact me at:
iana.m504@gmail.com any time.

Cheers all!

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Programming / AstralHexRL LIVES
« on: April 25, 2010, 01:32:20 AM »
Wow I feel like a jerk for not posting for so long about this project! All I can say is that I'm 20 and a lot of stuff happened...  ehh.. don't really want to go into it, personal business, but suffice it to say i've been super super busy.. All of my available development time has been dedicated to the tileset for Legerdemain which is pretty huge, and has taken almost 10 months to complete. It's still not completely finished, but I'm going to try to have it done within 2 weeks or so.. working on the last set of tiles now.

My life has hugely leveled off now.. I now have a steady job and place to live that will likely give me LOTS of development time.. (I manage a motel! Lots of time just sitting in my room waiting for people to show up..)

I never forgot about AstralHexRL, and I can't wait to get back to it ASAP, but my life is pretty chaotic, and my first priority is legerdemain's tileset.. (money plays ;-p)

I'll let you guys know when legerdemain's tleset is finished and I hope you all check it out the game because it I'm really putting all of my effort into the graphics for this game.. The game itself is EPIC already, in very surprising ways.. Definitely not a traditional roguelike, but the writing is superb, and the graphics are about to be! (You'll get an example of the quality of the graphics that AstralHexRL will have, although astral will be subject to many less limitations than were necessary with legerdemain)

check out roguelikefiction.com to get legerdemain.. but wait for my tileset :-p

Anyway, it's a long wait, but it will be worth it, and you're all going to be pleasantly surprised!

ASTRALHEXRL LIVES!

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Programming / Re: AstralHex RL
« on: December 04, 2009, 08:56:20 AM »
Hey everyone just wanted to drop by and let you know that I'm alive and kicking! AstralHex RL has been very temporarily placed on the back burner for another major project that I'm working on, namely doing all the pixel art for an already popular roguelike. (That and other major life events that overrule my coding desires..) AstralHex will see the light of day though.. It has come too far! But don't hold your breath, I've got to live in the real world.. I'll drop by again, hopefully next time maybe with a publicly playable version. Cheers! ;-)

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Programming / Re: AstralHex RL
« on: July 20, 2009, 06:18:04 PM »
edited =D

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Programming / Re: AstralHex RL
« on: July 20, 2009, 04:07:37 PM »
just wanted to mention that development is still actively happening, although I'm having to rip out certain parts of the code and start over due to bad planning - no worries though, most of the engine is fine, it's just the combat stuff.. then i need to sit down with a pencil and paper and just work out the gameplay mechanics.. but it is happening, and this won't turn into [edit: removed to avoid jynxing] (which is a term i just found on wikipedia) :-p

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Programming / Re: AstralHex RL
« on: June 27, 2009, 03:44:09 AM »
You got it Anvilfolk. I'm developing it on a laptop, so this is what's convenient for me right now, but I'll try to cater to everyone's needs and wants as much as possible. Numpad will definitely be available. I figure that you guys, the roguelike community in general, are probably going to be the most likely people to end up playing it, so I definitely value your advice and want it to be fun for you. That being said, I'm definitely trying some new things, and bending some rules, and I don't feel strictly compelled to follow the official standards of the genre.. Don't worry, it's going to rock.

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Programming / Re: AstralHex RL
« on: June 26, 2009, 10:05:48 PM »
Hiya Anvil thanks for the interest. The movement is controlled by the four arrow keys. There is a little yellow indicator triangle next to the hero that indicates what direction he's facing. The left and right keys rotate the triangle around the hero. Up moves forward in the direction he's facing, Down moves back. You can see what I mean if you look closely at the new video (link below). The movement is very intuitive and you can be totally adept at it within a minute.

A youtube video of a randomly generated dungeon is on youtube here:
(Nothing fancy, but it's progress.)
http://www.youtube.com/watch?v=IwR5PiCbkrw

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Programming / Re: AstralHex RL
« on: June 25, 2009, 08:11:06 PM »
Hey you guys are good at this encouragement stuff.. i feel SO encouraged that i just whipped up the random dungeon generator AND solved several other issues.. it's moving right along.

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Programming / AstralHex RL
« on: June 24, 2009, 10:57:59 PM »
Hey everyone, I just wanted to announce a new in-dev roguelike, AstralHex RL. It's a graphical roguelike with hexagonal tiles. A youtube video of early gameplay is here:

http://www.youtube.com/watch?v=KDtEvpKV7-8

And I've progressed a lot since that video was made, but I've still got a ton of work to do. The tileset is huge already, and wilderness and city areas are going to be a large part of the game. The graphics look pretty freakin cool already, but right now I'm putting a ton of effort into refining gameplay. It's being programmed in freebasic which is a great language for developing roguelikes, or just about anything else.
I'm still working on the basics... haven't even started the random map generator... or an equivalent of a magic system. But after the basics I'll beef it up with tons of items, abilities, etc. I've been programming for a long time and am totally capable of creating all aspects of this game, although it's not like I'm working full-time on it. I usually get to at least tinker with it every day though.. Anyway, I'm actively working on it, and a fun playable demo shouldn't be more than a few months away at the most.. I cant be more specific than that right now.
A link to the early version that the youtube video was made from can be found in the development thread at the freebasic.net forums here, but it's not really worth playing unless you're just super-curious:

http://www.freebasic.net/forum/viewtopic.php?t=13893

Anyway, words of encouragement, if you are sufficiently intrigued, are my biggest motivation.

Thanks!
-Ian

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