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Messages - Pueo

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Off-topic (Locked) / Re: "Text Adventure" Rogue Like
« on: September 26, 2012, 02:53:24 AM »
I'm also trying to figure out how many RL elements you could add to an IF game while still keeping to the spirit of both.  Obvious and necessary for me are random content, combat, and permadeath/permanent actions (most IFs have an 'undo' command).  However, should there be actual hitpoints, mana points, etc; or should it be more like Zork where it's more of a general "you are in good health" kind of thing?  Also I'm trying to improve on the design; one of my least favorite things to do is keep track of where I am, what I have, what's around me, etc, all in my head, so I want to maybe add a HUD type display, but would that detract from the IF-ness?

Off-topic (Locked) / Re: "Text Adventure" Rogue Like
« on: September 24, 2012, 04:09:30 PM »
Thanks for the tip about Kerkerkruip, I checked it out; appparently a gblorb file is a glulx (?) story file in a blorb (?) wrapper, and you need the glulx VM to run it.  Maybe I'll figue that out and play around with it.

Off-topic (Locked) / Re: "Text Adventure" Rogue Like
« on: September 24, 2012, 03:48:23 AM »
Heh, with my (non)skills it would probably be more like a couple weeks to a month.  I'll see where it goes  :P

Off-topic (Locked) / Re: "Text Adventure" Rogue Like
« on: September 24, 2012, 02:53:25 AM »
Yeah, I was thinking about it, but I guess they don't really "gel."  I had thought about maybe having a HUD type display on the side with the text on the other.  I also had thought of using my favorite part of Text Adventures (the parser) in a roguelike, where you could could use it alongside the regular commands.  Maybe in conversation?

Off-topic (Locked) / "Text Adventure" Rogue Like
« on: September 23, 2012, 11:38:19 PM »
What's the general opinion on text adventures and roguelikes? If a classic text adventure like Zork or Adventure was put on the roguelike scale, where would it fall?  What about a fusion of a T.A. (text adventure) and a roguelike, or are they too different?

Programming / Re: Viability of Python
« on: September 18, 2012, 11:16:57 PM »
Thanks for all the replies, guys (and possibly gals :)).  I guess for now I'll work on Python, and if I start getting troubles with iOS, I'll just learn Objective C (which should be easy with my newfound Python knowledge) :P

Temple of the Roguelike / Re: Roguetemple running for 5.33 years now
« on: September 18, 2012, 11:11:31 PM »
  This is the only forum I visit.
    Same here, though I haven't been here long :D

Programming / Re: Viability of Python
« on: September 08, 2012, 06:25:50 AM »
Thanks, that answered my question  :)
Follow up question: can Python run on iOS devices (iPad/iPhone)? I would like to write programs for those devices as well, but I don't want to have to learn another language just yet.

Programming / Viability of Python
« on: September 08, 2012, 03:53:12 AM »
My computer science class in school is teaching us Python, and I was wondering if it's viable to create a roguelike in said language.  I know that Python is a fully featured language, so it theoretically should be viable, but I wanted to know if it was good, specifically for roguelikes.  
Are there libraries to help with RL development? Is it (relatively) easy to get into? What's the portability like? Those kinds of things.

Programming / Re: Programming Question: Projectile Effect
« on: September 08, 2012, 03:43:25 AM »
I'm not sure if this has already been mentioned (I might have gotten lost in all the technical-talk), but could you just assign an ID to the instance of the projectile, then when you get a collision, read the ID? It would tell you what the projectile was, and then you could act accordingly.

Temple of the Roguelike / Re: The Codex of The Temple - Rules of Behaviour
« on: September 03, 2012, 04:11:46 PM »
1.1. Roguelikers don't like trolls. Their favorite sport is to hunt trolls for some gold pieces or a miserable weapon.  Don't take this risk.

Oh, damn...
Ha, I feel sorry for you now. :P

Programming / Re: Monster spawning algorithm
« on: August 30, 2012, 02:25:31 PM »
I was thinking about doing this but if the dungeon has 100 levels I do not 100 if statements. Is there a way to use the dungeon level to spawn enemies without all these if statement?
    I don't know what language you are using, but it should have some form of a switch statement, which is basically a shortcut to 100 if-else-if statements. 
    However, there should be an easier way than that.  I just haven't figured one out yet.

Programming / Re: Monster spawning algorithm
« on: August 30, 2012, 02:40:07 AM »
    I would (I've never actually done this, so it's hypothetical) give each monster a number, which corresponds to the depth it is suitable for, for example, dragons would get 25, and rats would get 1.  Then, when you make the level, check the depth, choose a monster suitable for that depth, and place it in an empty space. 

    You can also generate "out-of-depth" creatures, where maybe a eel, which is numbered 3, is put on floor 1.

Classic Roguelikes / Re: Major, Open-World Roguelikes
« on: August 22, 2012, 09:56:57 PM »
Everyone looks cool on a bike, all the PA authors just like their cars too much to realise it ;)
Main problem with bikes and vehicles in general in roguelikes is whether and how to account for inertia - acceleration isn't too difficult (decrease time to move if you move in the same direction a lot), but stopping time and turning circle are not easy or necessarily desirable in a grid-based turn-based game.
There was a thread recently where someone implemented cars, I wonder how they approached the problem.
   I just realized after I finished writing up that last post someone's making a totally awesome bike courier movie, and there's always the Poke'mon* games.  I think the simplest thing is to just increase your movement speed, but ignore inertia (sorry Newton!).

*Can we access those letters with the little accents on top (like for the word Pokemon) on Rogue Temple?

Classic Roguelikes / Re: Major, Open-World Roguelikes
« on: August 22, 2012, 08:59:44 PM »
Weeks? How long are the distances? I think that kind of food consumption is stupid and not even realistic. You can travel to next city without eating.
Well, maybe I should have been more descriptive, by towns I mean major towns, more like cities, which will be widely dispersed, in between those cities will be smaller towns.  The game "world" is going to be the continental US, which is about 3,000,000 square miles.

Walking 20-30 miles in a day is not at all difficult, it just takes preparation (as in lunch and a bottle or two of water), time, and another hearty meal afterwards. In a post-apocalyptic environment this would be even easier because people would be used to walking rather than taking the SUV everywhere.
That's what I figured, walking 20-30 miles a day from New York City to the LA, California area (the general path one would take in my game) should take around 4-5 months.

If the apocalypse doesn't make all the bicycles rust, one can go those distances in a fraction of the time or go 2-3 times as far in the same time.
    I thought of this too; I noticed that in almost all the post-apocalyptic settings, it seems that bikes have vanished, maybe because no one ever looks cool on a bike.  I'm trying to figure out if it would be worth it to include bikes.

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