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Messages - Kalasen

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Early Dev / Re: Adventurer - A Roguelike
« on: September 03, 2010, 07:45:24 PM »
I'll see about getting some screenshots up on the main pages of both. And the problems with getting it to run... I honestly don't know what's causing it. If anyone has any experience with C# or similar and the ability to open the files like Visual Studio, then see if you can help spot what may be causing it.

On another note, like I said on the front of the Code page, I'm using the XNA framework for now. That means you need the XNA framework, the .NET framework, and DirectX 9.0c. I know that's a ton of junk, I was just using it early because it made working with graphics and stuff easier. One of the not too far off updates will switch entirely away from XNA to OpenGL or SDL. That should lighten up the requirements considerably. Also, I recently implemented some try-catch code that in theory should put out a text file with a log of the crash whenever the game finds that it can't run anymore.

I am glad to have some interest in this. I'll definitely keep working on it, and more than anything else right now, I'd like to fix whatever's causing the startup crashes. Not everyone has them, so maybe we can all figure out what the difference is. Maybe it'll go away when I do the XNA removal. Check back on the download page a week or two from now, and that should be done.

EDIT: I now have Adventurer 0.0.1 ready at the download page, and it is now stable. It's a full SDL conversion. Not a bit of XNA remains. Compatibility is at an all time high. Most have been able to run it without jumping through hoops, and the only two I saw with problems both generated an enlightening crash log, which is more than there was before. So it should be safe to assume that it will work on your system, unless you have an unusual setup. Just download, open the .zip, and run the .exe. It should run. If it doesn't, /ErrorLogs/crash.txt will in all likelihood tell you or me what the problem was.

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Other Announcements / Re: Acquiring feedback for your roguelike project
« on: September 01, 2010, 06:14:42 AM »
Huh. As I read more into this, it does look like a troll attempt. Now, not all trolling is bad. The guy could have been trying to stir up moral guardians to get more publicity on roguelikes (all publicity is good publicity), and also to make people realize his game isn't making people kill anyone. However... it looks more like an attempt to get us to freak out at the concept. When more people were saying "Oh, cool mechanics!" than "Ew, gross theme", it looks like he gave up.

Could have been a good game. There didn't look to be much moral railroading; how the character behaves is up to the player. But... yeah. Overall, it's a disappointment that is was never in development. But hey, maybe we're more interested in cool mechanics for new roguelikes now.

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Early Dev / Re: Adventurer - A Roguelike
« on: August 16, 2010, 08:34:20 AM »
Yeah, actually, I do have some ideas for end game kind of thing, and some more goals than just "get as far down the dungeon as you can". For right now, working on the dungeon is quite an important part. But at some point, I want to also work on a sort of overworld. At first, it'll probably be pretty simple. Just a town with a shop and a dungeon or two. But I'd like to get it to a point where the adventurer can have a real career in adventuring, as long as he/she can survive. There will be just random dungeons to explore for loot and experience, but there will also be themed dungeons, and quests that you can take up from the inn. Eventually, if the adventurer manages to survive and become so powerful that there aren't many challenges left, there will be a final dungeon with a mix of random and special floors specifically designed to be the greatest challenge in the entire game. Not to spoil anything, but successfully getting to the bottom of it will gift a reward that will make the adventurer near godly, and yield some new abilities that would be pretty game breaking if the game wasn't already beat, but will indeed be fun to use. Maybe you can even retire your adventurer, and pick it back up at some point.

So I do have some ideas for that. But I also have short term goals, and some goals for systems I want to implement. I'm trying to keep a mix of short term "what am I doing this week", medium term "expect an enchantment system", and long term "eventually, multiple dungeons". Overall, I'm surprised at how much I'm able to do with object oriented C#. It really helps. And I've set a goal for myself to have a good update every seven days. Hopefully that will keep this thing on schedule and moving forward. The most important thing is that it's fun for me and not a chore. And it's definitely fun to make.

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Early Dev / Adventurer - A Roguelike
« on: August 15, 2010, 03:20:14 AM »
Hey everyone, I'm working on a Roguelike that you may find interesting. It's called Adventurer, and you can find it at:
code.google.com/p/adventurerroguelike

And the blog at:
adventurerroguelike.blogspot.com

Adventurer is inspired by the complexity of Dwarf Fortress. I want to bring that level of detail, and make use of it in a Roguelike more like Nethack. I've already made some pretty big leaps, and I can almost call it an actual game at this point. It's functional, it has potions mapped to an atomic level, combat tracking all the body parts of a creature, and multiple floors. I'm going to keep working on this for quite a while, possibly indefinitely. But I could really use some suggestions, comments, and feedback. I need people to play it and tell me how I should improve it. But mainly, have fun.

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