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Messages - dephbokks

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1
Programming / Re: C Libraries
« on: November 23, 2011, 11:23:30 PM »
Hi. You could use libtcod.

It has bindings for c as well as many other languages. Is there any particular reason you wish to use c? I ask because there are more modern languages out there that may allow for more efficient use of time; although some c programmers are bad-asses that can program the hell out of things. Personally I use c++ or python and I wrote my own c++ library that I use and am continually modifying and updating.

You could also use curses.

So I think curses or libtcod would be the top recommendations for c.

Size of window: usually 640x480, 800x600, or 1024x768. Some rl's allow for resizing; I think DCSS allows for this (I usually play on the akrasiac server so I'm not sure). It is good to allow the user to run the game in fullscreen mode too. I think 800x600 is good with the ability to run in fullscreen; that is what I did for my game.

edit: oops too slow in typing....

2
Is it possible to adapt the animation system to the ASCII characters themselves somewhat?  Triangle Wizard does a bit of simple animations on this at the very least, things like a Knight "K" actually galloping at you like a horse with the lower parts of the letter before smashing into you and sending you flying backwards into a spiked wall for Impalement damage.

I could do that, but I was thinking of something different. I was thinking something along the lines of animated stick figures performing the various maneuvers. In this way, I could have the procedural animation of the maneuvers impact the game play. ie what you see is what you get. This is all very speculative though. Of course, I would keep an ascii mode and add a tiled mode with the animations.

Quote
Given that you'd apparently advanced things a great deal in these past 7 months, where do you see the release timeline/pace going from here?  Waypoints reckoned?  Incremental or comprehensive releases?

I am going to try and clean up the code base and address issues like the one Krice brought up as a first priority. SO those'd be incremental. Honestly, at this point I am thinking of where to go next, how to improve the gameplay type things. That'd be a more comprehensive update. I think a good goal would be to have something for that September mass release thing (I forget the acronym for it).

Best wishes.

3
One thing I noticed, it has keyboard codes that don't work in all keyboard types. ? shows character combat mode or something, not help screen. I can enter stairs with : key, but the key for entering stairs is not in the keyboard command list (or then I missed it).

The gameplay is ok I guess, a bit too fast and action filled in my opinion.

I think I know what happened here. I took a shortcut with the SDL keys reading (ie did not do it the proper way) when using the shift key is involved; I will need to go back and fix it as a first priority. Thanks for pointing this out.

I kind of like fast action-oriented game play which is why I made it that way, but I agree it must be improved. I wanted the player to feel like he/she were in a kung fu movie.

@getter77: I have been working on the animation system and have thus far developed a rudimentary editor and a file format to save key frames. Whether or not I can get this thing in the game is another thing. It is still and the testing and development stage.

4
Traditional Roguelikes (Turn Based) / Re: Vapors of Insanity preview
« on: July 29, 2011, 06:52:53 PM »
You can get to it by going thru his signature, but here it is:

http://www.roguetemple.com/z/vapors/index.php.


Anyway, congrats on the preview release Z. Keep up the good work. The screen shots look interesting. I have been doing programming/computer work all day today so I am taking a break, but I will try to check out your game later tonite.

5
I would like to present my first roguelike project called Temple of Vengeance. It was developed in about 7 months, with the last month of just me sitting on it, testing it, and thinking about it. It was written in c++ using MSVC++ 2008. This morning I finally made release builds for Windows as well as Linux. It took about 4 hours to fix some things and get it compiling for Linux machines but it seems to work so far.

It is still in development so I hope to improve what I already have completed as well as add more depth/better gameplay.

So here are the specifics for people who'd like to check it out:
-----------------------------------------------------------------------------

Title: Temple of Vengeance (ToV)

About: ToV was mainly inspired by watching the movie Kill Bill one night. I liked the revenge theme along with the stylized violence and thought it'd be perfect for a roguelike.

Downloads:
--------------

Windows version 0.1.31 [41Mb]
Windows version 0.1.31 - no sounds [2.3Mb]
Linux version 0.1.31 [41Mb]
Linux version 0.1.31 - no sounds [2.3Mb]

Screen Shots:
-----------------

Title Screen:


Game Screen:


Features:
------------


+ martial arts maneuver system
+ rage attack system
+ character advancement system - after leveling up choose how to improve your character
+ particle system
+ violent blood splashes when killing an enemy
+ 90+ enemies
+ 90+ different items/weapons
+ martial art skill system - improving a particular martial skill requires performing that maneuver
+ weapon skill system - improving a particular weapon skill requires using that weapon
+ quick character creation
+ nutrition/hydration system controls how fast the character heals
+ mouse controlled inventory system
+ balance/encumbrance system - characters can lose their balance and become prone/move more slowly
+ mouse over items/monsters to read descriptions
+ perform and learn 37 martial art maneuvers in a variety of styles and configurations
+ each level has a boss that is trying to separate your head from your neck
+ intro movie in ascii that sets the story - not required to watch
+ many diverse sound effects to set the immersion
+ over 90 minutes of music - a good portion was created by me using psycle
+ animated fight scene in title screen
+ high score screen
+ comes with a manual and a screen shot image showing what the different parts of the game screen are
+ music/sfx are not required and can be muted or have their volumes lowered
+ can play in full screen mode
+ the game is meant to be quick casual fun: can be completed in a matter of hours - all at once or broken up into quick chunks
+ mini-map of the level
+ auto explore
+ mouse driven movement or use the numpad/vi keys to move the '@'
+ ranged combat
+ ranged melee combat ie some weapons can attack enemies more than one tile away


Things Needing More Attention in Future Releases:
----------------------------------------------------------------

- pressing F1/? goes to in game help. It is not complete and some things may be out of date. See manual for best information.

- Mouse is required. Sorry. I need to devote more time on this issue and make it so that one can play with mouse/without mouse/or a combination of the two.

- Game cannot be saved yet. Sorry. I need to finalize the game or at least get it close to finalization and then game saving will be implemented. But, it can be beaten in a few hours depending on how fast one plays so maybe it is not a big deal.

- In game tutorial has not been worked on yet.

- Game play should improve. I am still thinking about where to take it next to get it to the next level. All feedback / comments / suggestions will be considered.

- No tiled graphics. Also I am working on a procedural animation system for the martial arts. Maybe it will work. Still testing.



In closing, if you try it I hope you have fun. The game is beatable and can be finished. To my knowledge there should be no game breaking/crashing bugs but I cannot say for sure. All comments/suggestions/questions will be considered/answered. Take care.

6
Off-topic (Locked) / Re: RealityRL
« on: June 06, 2011, 05:52:19 AM »
Wow. It is so freaky that I saw this thread tonite (of all nites). I've been away and busy so yeah I can say it's freaky. After all, I am almost about to release my rl and I already hate the NPCs in that game....

Regarding #1: you are talking about alpha chat logs? You are trying to contact lead developer?

I think he hates you (us) and that the alpha chat logs are dust -- just speculation on what would've been had there been actual alpha chat logs. It appears they are trying to build a scene, rather than concentrating on what is.

And, regarding yr third paragraph it is odd that you did not number it. Perhaps 6? Regarding lack of support: it does not bode well for the project; however, I am certain that there are many isolated groups drying to disassemble the code. Due to their reclusive natures there probably is little effort to consolidate any useful code. It is popular almost because you are forced to play it. There is some addiction involved, I think.

And yes, I have not beaten it, but sometimes to win is to lose. That last part is speculation though.

ps. Darren, yes develop mods. For god's sake develop modz!!!11!! I would play 'em.

7
Yes the first part of the game, up to about level 25/30 is mostly "you are an adventurer, go adventure", I think it's refreshing to not start your life as the announced savior of all for once ;)
The "main" quest only pops up late and adds a new dimension to the second half of the  game.

Cool. Good to know.

Oh and you can make your own RL with the TE4 engine too ! :)

I knew about that. I just think I might if I ever finish the one I am working on.  :)

8
Programming / Re: Game Balancing
« on: May 20, 2011, 02:49:46 PM »
Hi, Darren. Thanks for the response. Good post as usual.

Maybe run it privately past a friend or two for some immediate feedback first.
The only people that I know that program or play roguelikes are on the internet. I showed my project to some people and they look at it cock-eyed like wtf is that. My girlfriend would prolly turn lesbian if she knew I was programming a roguelike. Roguelikes are not aphrodisiacs it seems.

I think I will just bite the bullet and unleash this crazy game soon.

Designing it to be fun for yourself to play is probably the most guaranteed way of getting it balanced well to start with.
That's sort of what I thought too. It is crazy how tweaking one parameter can throw off the balance since things are all interconnected. In my early efforts of balancing I'd go from getting destroyed on level 3 of the dungeon to tweaking some things and then being invincible by level 3. Well, it has been a good learning experience thus far.

Ultimately I think any roguelike should allow very high success rates with 100% careful play, and the deaths should come from player mistakes (which are inevitable).
I kinda like this interpretation too. Since rl's use a random number generator it is a good battle to try and force a probabilistic situation into a quasi-deterministic one with balanced and strategic play. I can say that good game design is paramount to effect this outcome and who knows how close I came to that.

I have been working on this like mad lately trying to get it out the door and balancing feels like tweaking the coefficients of insane differential equations trying to catch the jackpot of stable behavior.

9
Playing it is indeed a good idea, I approve ! :)

I guess I typed my thoughts too fast into the little box without thinking. It's not like I was there drooling for a month and then said, 'Maybe I should play it.' I am working on my own rl so in between testing and programming I have little time for other games. Mostly, I fill that time with DCSS so it speaks volumes for the quality of your project since it pulled me away from yet another incarnation of my beloved kobald berserker.

Anyway, it is a good idea; I approve as well. This last release, Nature's Grace, got me going well, past just looking at the pretty eye-candy and long laundry list of updates and added features. I play in the 'roguelike' difficulty level and now have a level three human slinger going. Almost just died too, but I escaped some maze and am going to look for other things to do.

I am really digging the presentation & music (I put music in my current rl project too since it always adds good flavor to the experience). I cannot recall, but I think in the tutorial mode the game told me it was open-ended and that there is not any specific goals, other than accepting and completing the quests that seem to pop up from time to time so I am enjoying playing the wandering slinger without a care in the world (until he catches the knife) forgetting that there is a damn zot orb out there.

10
Programming / Game Balancing
« on: May 19, 2011, 11:31:57 AM »
Okay, I am finishing up my first pass on my rl project. I hope to offer a public release tomorrow or sometime this weekend.

But I am having trouble with balancing. How are rl's balanced effectively? For example, my go to rl is dcss, but I've only gotten two characters to level 27 and got me some runes or whatever they're called. So in my opinion, I'd be bad at balancing that game since I am not a good enough player to have beaten the game.

So in my rl, since I am the only player thus far, I use my own strategy/ability to balance, but perhaps someone who excels at playing rl's my balancing would be inadequate. I guess that's where player feedback would come in, but anyone have any tips or words of advice?

I am thinking I will balance the game for me to beat it and then up the difficulty some. I dunno. Any thoughts?

11
Programming / Re: New project?
« on: May 19, 2011, 11:24:11 AM »
I could try my luck with Troll Slayer, if it's ok to you that the game will be changed to entirely something different.

What will the subject matter be? I give one vote for something other than fantasy. I'd love to see a roguelike in the Wild West or some other neglected setting.

12
Congrats on the fast release schedule. I started following this project a little while back and have been playing a little bit too.

13
Programming / Re: Modern Hitman/Spy RL
« on: May 05, 2011, 03:48:07 AM »
Just reiterating a previous comment about fast switching between weapons. In Hitman it is often necessary to "sheathe" weapons and pull them out at the right moment. Diablo 2 had a quick switch between two weapon sets.
I think it would be good to be able to quickly switch between weapons/tools without the need for going into an inventory or menu.

It's funny that I saw this comment because in my current rl project I added this feature. But, I think it came out a different way. During testing, I was getting annoyed at having to switch back and forth from melee configuration to missile configuration. So I added fast switching between two user-defined sets.

And then I made the maneuver cost some time slices so there is a strategic element to it; but, for me, I love the non-annoying aspect of one-key fast weapon set switching.

14
Programming / Re: Need some total newbie help...
« on: April 25, 2011, 11:10:52 PM »
Another question: any pointers when it comes to randomization? As in: any libraries or functions, or random number generators you could recommend? Or would you rather recommend I stick to the rand() function?

You prolly do not want the rand() function.  In a polished rl you prolly want to use something like Mersenne Twister: http://en.wikipedia.org/wiki/Mersenne_twister. The link also has implementations in various languages. Also, for coherent noise, I like libNoise: http://libnoise.sourceforge.net/.

15
Other Announcements / Re: When to Release?
« on: April 01, 2011, 08:15:58 PM »
Thanks for the replies.

I like the line "release it when it's enjoyable to play," since about one week ago, when  my game was in a playable state, which, for me, meant a fun and interesting challenge from the developer's perspective, I found a moment of enjoyment. That quoted line ostensibly is an elaboration of the more succinct, "When it's ready."

Good post Darren, very helpful. I know you have some rl's under your belt, and I've checked out your work before (your last two entries to 7drl), so it was nice hearing an experienced perspective discuss what you discussed.

And, Z, your corollary is especially cautionary to me since I could definitely see myself just keep refining and refining, tightening and tightening, until the whole process spirals deeper.... I started this project after watching the movie Kill Bill and I thought that could inspire a cool roguelike. I said I'll make a 5drl and bang it out. Now about 120 days later it is now a 120+drl challenge.

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