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Topics - Trystan

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7DRLs / Dungeon Of Cards [7DRL 2016] [success]
« on: March 13, 2016, 07:17:12 AM »
A collectable card game roguelike. Pick an adventurer, run around playing cards, fighting, finding amulets, and exiting the dungeon. Or dying.

Made in Unity so it should work on Mac, Windows, and Linux, but I'm not super sure about that.

7drl.org seems to be down so I can't update my progress there.

Repo at https://github.com/trystan/DungeonsOfCards
Download zipped binaries at https://github.com/trystan/DungeonsOfCards/tree/master/bin

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7DRLs / RUNNER_PUNCHER (7DRL 2015) success
« on: March 17, 2015, 03:03:16 AM »
I finished my 5th 7DRL on Saturday and thought people here might like to see it.



Bullet points:
  • RUNNER: You start with 5 moves for every 1 move everyone else gets.
  • PUNCHER: You start with an attack that knocks others back 5 spaces.
  • RANDOM ENEMIES: Theres a list of 8 prefixes and 8 postfixes that are shuffled together each game (like the board game Small World).
  • RANDOM ITEMS: Smelly boots, Cape of life, knuckles of punching, boots of webwalking, etc. Mostly crap.
  • DENSITY: Only 5 levels packed with items and enemies.

Clojure code and jar file can found at https://github.com/trystan/runner-puncher/releases

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Programming / Preferred screen size?
« on: March 09, 2015, 11:01:29 PM »
What's a good screen size for a roguelike? What works well with youtube reviews? I know using the terminal directly means the user can change the size to what they want but I'm asking about tiles or emulated terminal.

I think the "old school" terminal style is a 640x480 window with 9x16 tiles.

My current 7DRL is 640x480 with 10x10 tiles and seems ok. One of my previous 7DRL was 600x600 with 8x8 tiles and looked terrible on youtube due to resizing and some people said it was too small.

So what actually works well?

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Player's Plaza / Item with the most interactions?
« on: November 25, 2014, 05:13:49 AM »
Which item, spell, ability, or whatever has the most interactions and effects in the game? Not the best or most useful, but just the most ways to combine or use something?

I think The Can Of Grease from Nethack may have the most that I know of. Use it on items to protect them from rust and corrosion, to disarm squeaky floorboards, or on yourself for.... I don't know why. You may end up with slippery hands though which sounds annoying and potentially deadly.

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Traditional Roguelikes (Turn-based) / Why am I so bad at Sil?
« on: February 07, 2014, 06:47:26 AM »
I really like this game but I can't get anywhere.

I've tried every character build I can think of and the best I can get - after over a hundred games - is 200ft as a stealthy archer who found a ton of spears to throw at things. Nearly all my characters die on the first two levels. It seems that every time I go through a hallway there's a 50% chance I'll get boxed in. I've started shooting arrows down halls before, during, and after I go through them just to see if anyone is there but today I got surrounded by orcs even though I closed the door to the corridor right after I entered it. The few times I've seen spiders they manage to kill me in one or two hits, even when I try to stay away from them. Dark rooms seem to always have a spider or white wolf who starts attacking me as soon as I see them. Several times I've find a room almost completely full of worms with the downstairs in the center.  Is this one of those games where you just have to find an awesome item on the first floor to get anywhere? Is there some non-obvious thing I need to do with all those rags laying around? I'd much rather play one decent 30 minute game than play six 5-minute games of instant death in the second or third room I enter. I've spent more time setting up some of my characters than actually playing them. What gives?

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Here's a few ideas about how to improve the replayability, diversity, and unexpectedness of procedurally generated levels. These ideas have all been tested in my latest roguelike (*) and I think they can apply to any procedurally generated level or world since they're not so much about specific algorithms as they are about changing existing algorithms.


Tweak the variables. Before you generate a level or world, semi-randomize the variables you use to create it. This is the easiest way I can think of changing how the level is built.

For example, if you use one of the "place a room or corridor until the map is full" algorithms, then you can change how often you add corridors and how full a map needs to be until it's considered full. A level with corridorChance = 98% and isConsideredFullPercent = 33 will make a sewer-like level with a bunch of corridors but a level with corridorChance = 10% and isConsideredFullPercent = 90 will make a level that is cram packed with rooms. You may find that certain values make the kind of levels you like best but adding some variation can surprise you and hopefully change the experience of whoever is playing. So, sticking with the same example, instead of hard coding corridorChance = 25% and isConsideredFullPercent = 25, try it with corridorChance = [20% to 80%] and isConsideredFullPercent = 50 + [-25 to 25].

You could try tweaking variables for the likelihood of magic items, traps, out of depth monsters, huge rooms, poisonous traps and creatures, puzzles, piles of gold, how much gold is in each pile, pretty much anything really really.


Tweak the lists. I guess this is technically a subclass of tweaking the variables, but I think this technique is different enough to stand out on it's own. Basically; if your algorithms include collections of things to chose from, try changing those collections before you run the algorithms.

For example; if you have a list of room types that are randomly assigned to each room in a level, then try changing the list before you generate each level: remove a few types so they don't appear on this level and add duplicates of some types so they are more likely to appear. I image this like having a deck of options and by removing some options and having others appear more or less often than others, you can change how likely those options are. So, instead of saying your DwarfFortress level has 2 stockpile rooms, 2 trap rooms, 6 houses, 2 empty rooms, tweak the list so you may end up with variations like:
  4 stockpile rooms, 4 trap rooms, 2 houses, 2 empty rooms
  3 stockpile rooms, 3 trap rooms, 3 houses 3 workshop rooms
  2 stockpile rooms, 2 trap rooms 4 empty rooms, 2 workshop rooms
  2 stockpile rooms, 2 houses, 2 empty rooms, 4 workshop rooms
  6 trap rooms, 2 houses, 2 empty rooms, 2 workshop rooms

If you have an even larger starting list then you can come up with even more variety. By removing items from your collections you also ensure that the player will need to play several times before they see everything. These lists don't need to just be room types either - they could be lists of loot, creatures, room shapes, alters, or practically anything you can think of.


Add explicit variations. This is a generalization of the other two. It adds the most flexibility but also involves the most work for the developer and possibly the player since they may need to know what variations are in play. For this technique, create a list of explicit changes to the core game and add a few at random. These changes can be small or large (undead get 1 extra hp vs undead get 50 extra hp), specific or general (followers of Cthulhu gain 5 attack when underground vs all creatures regenerate 1 additional hp per turn). Simply pick a few, or a lot, and add them. Some of the combinations may be wildly unfair but as long as there are ways of mitigating most misfortunes, it should always be fair enough. Perhaps.

A neat side effect of this is that it's sort of like having to identify items in that the player will have to identify what the rules are since they may be different from one game to another.


These are some general ways that I've tried to improve the procedural algorithms I've used. What do you think of them? What ways have you used or thought of?



(*) My latest roguelike was Pugnacious Wizards 2. The rogue basin page is at http://roguebasin.roguelikedevelopment.org/index.php?title=Pugnacious_Wizards_2 and I have a blog post that explains how these were implemented in the game at http://trystans.blogspot.com/2013/10/worldgen-and-dungeon-variations-in.html.

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Pugnacious Wizards 2 - the sequel to the 2013 7DRL - is done. The final version can be downloaded or played from your browser at http://trystans.blogspot.com/2013/09/pugnacious-wizards-2-version-10.html.

Bullet points:
  • There's 21 magic spells with many effects and side effects. None are entirely good, none are entirely bad, none are entirely safe.
  • Quick and interesting tactical gameplay. It only takes a couple minutes to get into it, 5-15 minutes to die, and 30 or so minutes to win a game.
  • It will take many plays to see all the traps, spells, and special rooms in the dungeon.
  • Several "variations" are added each game. Variations affect dungeon generation, enemy stats, and a few other things.
  • My first roguelike game with mouse support!

Even though the game is done (except for bug fixes) let me know if there's anything you do or don't like about it. Or if anyone is ambitious enough to do a YouTube LP on it, that would be cool too.

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Traditional Roguelikes (Turn Based) / Pugnacious Wizards 2
« on: June 27, 2013, 05:31:22 PM »
I'm remaking my 2013 7DRL Pugnacious Wizards and it's now at a playable state.

Pugnacious Wizards 2 is a small, quick, and tactical game of traps and magic. It's focused on finding and using magic that has several varied uses. There's also a bunch of traps that, if you're careful, you can use to damage the various guards, archers, and skeletons who are trying to stop you.

You can try it in your browser at http://trystans.blogspot.com/2013/06/pugnacious-wizards-2-version-04-now.html

Any feedback - good, bad, or neutral - would be greatly appreciated!

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7DRLs / Any feedback for Pugnacious Wizards?
« on: May 01, 2013, 05:11:41 AM »
I'm the author of Pugnacious Wizards (playable from your browser at http://trystans.blogspot.com/2013/03/pugnacious-wizards-day-7.html) and I'm planning on doing a fuller remake soon. It plays like a fairly traditional roguelike with a strong focus on traps and a unique magic system. I'm going to add more traps and more magic, but I wanted to know if there's any huge usability or gameplay flaws.

What did you think of the traps? Were you able to understand them and use them to your advantage? What about the rooms with floor traps?

What did you think of the magic? Were you able to use it without killing yourself too often? Was anything completely useless or too useful? Did it seem a bit chaotic - like magic has to be wielded carefully? Did you find a spell or tactic that was really fun? (my favorite is Bone-splode)

What did you think of the learning curve and complexity? Does it hold your hand too much or leave you guessing too much? Did you notice any emergent effects like freezing yourself to counter being on fire or setting trees and doors on fire?

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