Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - Pteriforever

Pages: [1]
Traditional Roguelikes (Turn Based) / World of Tey 0.5.0
« on: October 27, 2011, 06:46:44 AM »
Ok. It's been rather a long time -- Like, three weeks. But, trust me, I have NOT been procrastinating for this time. At least, not very much. I've been writing, re-writing, and improving rubbish code, and fighting bizarre things like this:

This update adds the basis of the inventory system. In true roguelike tradition, there are 52 inventory slots, although I could change that to some other number -- or even make it infinite -- if the need arose.

There are only two items -- Item One and Item Two. Neither does anything, because the capacity for items to do things hasn't been implemented yet. They have a bunch of placeholder properties, but those don't do anything either. Items can be picked up with G and dropped with D. The inventory is scrolled with PgUp and PgDn.



Traditional Roguelikes (Turn Based) / World of Tey
« on: October 05, 2011, 11:24:50 AM »
Ok. I've been talking about this for a while, but I only actually started last month. 0.3.0 has enemies and resting, and 0.4.0 will hopefully have motile enemies with AI.

Website is

Classic Roguelikes / ToME4: Yiilkgur remade in Minecraft 1.6.5!
« on: May 29, 2011, 11:43:27 AM »
I was bored and decided to make this. Yes, I used INVedit. It only took a couple of hours. Sorry for the video quality, HyperCam is an awful program in that regard and so is WMM. I think that some of the rooms were a bit too dark, don't you think?

Now, on with the link:

Programming / World of Tey -- core
« on: May 25, 2011, 10:49:31 PM »
This is a quick rundown of how I'm going to do the basic core of XirrelaiRPG 2.0.0: World of Tey.

-- Firstly, every different gameplay-thing is its own object. This contains the minutiae and specifics of the thing, such as variables that control the stats, name, type, and so on.

-- These are arranged into groups with similar properties with parent objects that contain the most basic behavior common to each group(e.g. Items can be picked up, creatures die when they're killed...) and a super parent object called "entity" which simply contains everything that's going to have a direct effect on gameplay, i.e. terrain, creatures, items, and effects.

-- Everything's x- and y-coordinates will be divisible by 32 anyway, and the play area will be an 18*18 grid, so the set of x- and y- coordinates will be converted into a single value  between 0 and 323. I am going to call this number the "position value".

-- Whenever an entity wants to perform an action that might affect other entities, such as moving, it first calls all possible entities that it might affect and test their position values against the position values being affected. If a hit is detected, the entity affected will send back its name(for use in status messages) its type number(so we can tell what to do with it), its instance number (so we can refer back to it when the effect takes place) and any other information that might determine what happens (such as the faction of a creature). The to-hit roll will take place elsewhere, so we don't need to include stats in this information right away.

-- Finally, all this combines so we can tell what happens when you bump into something or use any other command.

Ok, this is my game ;D

This is my first real roguelike project, made in GM7. Development started on 24/1/2011, and since then I've seen it turn from a horribly glitched mess to only a moderately glitched mess.

The backstory? Pretty much the same as any other game. Go kill the bad guy at the bottom.

The game's website is

Pages: [1]