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Topics - ExtremoPenguin

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Programming / SQL Database
« on: March 17, 2013, 04:45:36 AM »
I'm thinking about using an SQL database (SQLite specifically) as the back end to store data for my rogue-like. Does anyone have any experience with using SQL for game programming and would like to share any tips or suggestions?

Programming / User Interface suggestions
« on: February 06, 2013, 06:17:47 PM »
Hi. I have been doing some more work on may space ship themed roguelike (Galaxy of Rogues), and would like any suggestions on the interface I have been working on. The interface is going to be text based, but I am planning on adding more modern features such as mouse selection (although everything will be accessible using keyboard only). Here's an image of what I have so far:

The left portion is the map (obviously). The upper right is a minimap which will display the major features in the nearby area. Upper middle is a "quick info" box which shows information on your currently selected target. The lower right is the game log. There are a few things I still need to add like a scroll bar for the game log and the map will support per character colors/highlights. Detailed information (such as your character screen) will act like a popup window over the top of the main window.

Any one have some suggestions for additional features or changes? I will make the code available once it is more complete so more general requests are welcome.

Early Dev / Galaxy of Rogues: Spaceship movement
« on: January 11, 2013, 08:46:16 PM »
Hi, I am working on a new roguelike called Galaxy of Rogues (working title though I kind of like it). I wanted to get some feedback on some of my ideas.

I wont get into much detail on the setting, but it is a space game were you control a single ship and explore the galaxy. One of the key components of the game is going to be movement. During your turn, you use the movement keys to adjust your speed, but you are limited in how much you can change your velocity by your ship's acceleration. This means you will need to think about your next move or two, otherwise you may collide with an asteroid (or worse).

Velocity and heading will be very important in combat where your movement relative to enemies is vital. Most weapons will have their chance to hit based on relative motion (among other things). A ship going left to right is harder to hit than one heading directly towards you. Various types of weapons will also be impacted by your velocity. Kinetic energy weapons do more damage if you and your enemy are heading directly towards each other. Beam weapons do additional damage for each turn you consecutively hit so staying in range is important. For simplicity, all weapons will have 360 degree firing arcs so you don't have to worry about anything but you and your targets velocity vectors.

Because movement is so important, I want to make sure to get it right which is why I am asking for feedback. I have attached a little demo program so you can try it out (requires Java 7). The arrow keys adjust your velocity and the space key executes your move (note your top speed is 4 and maximum acceleration is 2. The asterisks indicate the path of your next move). There is a randomly generated asteroid field, but that is just for show. Let me know if you have any comments or suggestions. Thanks.

Jar file:

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