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Topics - Numeron

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7DRLs / [7DRL 2019] Summoner's Handbook - Success
« on: March 11, 2019, 03:11:16 AM »
Really not a lot of action here this year, maybe we just need someone to kick it off :)



Download here

My game is called Summoner's Handbook, and is my 11th entry for the 7DRL challenge.

This is an asymmetric two player game, where each player must summon minions to defend their side of the dungeon, and attack the opposing side. The game features traditional turn-by-turn grid movement, but each side of the dungeon has its own turn cycle so players are not restricted by one another.

There is also a single player defence mode, where 10 waves of increasingly huge hordes attack, while you must summon enough minions to hold them back.

Being the only person I know who plays roguelikes, the 2 player mode is probably horribly unbalanced, or maybe so balanced it's impossible to win haha.





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7DRLs / Cyan Security - A Cyberpunk Adventure [7drl 2017 - Success]
« on: March 05, 2017, 01:56:50 PM »
This game was a success!
Download HERE!
Requires Java 8 and OpenGL2+





Hello! My name is Numeron, and this is my 10th entry in the 7 day roguelike challenge! This year, my game is (tentatively) called Cyan Security.

This will be a standardish hask-n-slash type game set in the same universe as my previous game Rogue City Scavenger. This time however, instead of a CDC agent you take the role of a Cyan Security robot. This robot's health pool is its power supply, and its from this health pool you must draw power to use special abilities. This means a careful balance on spending for powerful abilities since they might kill you just as fast as they kill your enemies! In addition to this, I'm implementing multi-tile enemies and a multi-tile chassis for the player! So you can increase your size to 2x2 and also fight enemies that size too.

Stay tuned!

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7DRLs / CULT - Success!
« on: March 07, 2016, 09:45:39 AM »
This game was a success!
Download HERE!
Requires Java 8 and OpenGL2+




Rise subjects! Your dark lord Azzafel commands you Rise!

Before my throne rests a twisted altar. Let it be known that he who can
complete the rite of becoming upon its stone top will become my avatar!

A dark gift for only for one worthy enough to best his peer. Let the battle begin!



Hello! My name is Numeron, and this is my 9th entry in the 7 day roguelike challenge! This year, my game is called Cult.

It will be a 'king of the hill' style arena game where being the first to stay on the altar before Azzafel will transform you into his avatar, and gift you additional powers that come with such a dark privilege. You must use these powers to fend of the hordes of lowly cultists - but should be unable to, then a new avatar will rise and you will join the hordes yourself. As a player you aren't just any old cultist though, you can pick from several classes which give you various abilities and can upgrade them throughout the match. While there will be other named strong cultists with powers that you will be primarily competing against, the fun thing about this game will be the hordes of hopeful undead and lowly acolytes. They will be easy to dispatch but hopefully also present a unique feeling of unbridled chaos, and new tactical avenues as the unnamed cultists rally around the named ones.

Unfortunately this year I don't have as much time to work on this as I normally do, and I only found out about that not so long ago. This means my original plan to add multiplayer functionality will most likely be canned along with some of the variety. I had some good ideas for multiplay - that there would be several game clocks, and while you aren't in view of another player you get to move as you wish - but once two players can see each other turns take a second each. But alas. Anyway I still feel good about this one so stay tuned!



DAY 1

Got a main menu down and an empty world up, along with some new graphics - like the Azzafel gif at the top of the page which will be an in game asset (he'll watch over the center of the arena). Nothing too substantial yet.. I want to try to nail the world gen as soon as possible because that always seems to take the longest in my 7drls. I'm going to be pixelling new sprites like mad during my lunch breaks, and I'm determined to put together a good looking interesting environment.



4
7DRLs / Rogue AI - SUCCESS
« on: March 16, 2015, 09:31:20 AM »
ROGUE AI

My 8th 7drl, by me Numeron!

Download here.




The object of this game is to create an Artificial Intelligence, and set it to duel against the AIs of other players for a position on the global leader board.

The AI creation grid works like a flow diagram. Each turn, your AI will assess what to do by starting at the GO tile on the grid, and then evaluating the tiles in an order based on their configuration. Logic tiles (appearing in blue) will direct the logical flow of the diagram. For example, an IF tile will evaluate its condition and will direct the flow in one direction when true, or a different direction when false. Once an Action Tile (appearing in orange) is reached, the AI will tell the creature to take that action, and the turn will be over. There are a lot of possibilities for configurations inside the tiles, and you can maintain variables between turns to keep track of any state you want.

The screenshot at the top is an example of a simple AI that essentially wanders the map randomly until it finds something to kill, then does so. There is a lot more to implement though because there are three classes each with a different skill, and a few items as well so your AI will eventually need to balance its priorities.



-----

As with every year, I took a week off work and was able to put 13-14 hours of my time a day into this, and used the same backing engine as last year. This means the scope is just crazy and I'm actually a little surprised it all got in.I was also really pleased with the LibGDX user interface library, and I have much better understanding of it now, though I had to make a few hacks to get things working correctly. I was able to do almost all of the UI basics in a single day, which left me a lot of time to work on the guts. Unfortunately the UI doesn't scale well below 1024x768 but I don't think that will be a problem for anyone.

I'm really nervous about the multiplayer functionality - hopefully enough people play that they can interact and not sit in an empty chat room, and hopefully the server doesn't have a stroke in the night! I can't get through the firewall at work to either the game nor the hosting company so I won't be able to baby sit it as much as Id like. It can also take a while and some real planning to build anything complex, so I hope everyone has a bit of patience!Hopefully I see you all in game!

5
Early Dev / Sweet new lighting system
« on: July 14, 2014, 11:23:37 AM »
This isn't for anything specific, but after some rigorous development I've added a lighting system to my game, and I just wanna show it off :D

https://www.youtube.com/watch?v=3_NXUkbeOD8

Lights like are displayed in this video will be in the dungeon, but not part of FOV. That will remain traditional blocky cell by cell so that the players can easily see whats in FOV and what isn't.

Hopefully this will add another level of atmospheric appeal to my games in the future!

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7DRLs / 7DRL Success: Hellspace
« on: March 15, 2014, 04:17:22 AM »
I present to you all - Hellspace - Download here.

You've been called in to manage something of a situation at the Lazarus corporation's research and development space station. At the space dock they pretty much have shit under control. (Note the curved section! That was my new tech focus for this challenge, but it unfortunately didn't get into map generation a lot)



So you charge in head first and start stomping heads with your bros...



Investigating the dark sciences...



And possibly finding yourself deeper in the meat grinder than you would've liked...


7


Download and Screenshots Here!
www.numeronreactor.com

In a violent city under siege by a deadly sickness, you are a stranded CDC agent fighting to find the source before its too late. Explore an open city looking to repair the portal into the quarantine zone, and from there figure out what caused all this madness. Many factions want you dead - The plant-like infected, the authoritative Cyan Security police force, the iron fisted Redbolt electric company, and the many roaming gangs. Worst of them all - an enormous invulnerable monster tracking your every step!

---

Hello everyone, this is my 6th successful 7 day roguelike. I used  the same base engine as I have the last two years, and many of the same art assets, although I spend a considerable amount of time creating new graphics.

This time round has probably been the most work I've ever done in such a short period. I mentioned on Roguelike Radio that I was concerned that my scope increases would eventually get the better of me - This year I very nearly didn't finish despite 13 hour work days, but thanks to a 32 hour marathon at the end, I squeezed it out at the last minute... The sheer number of non-interactable assets is phenomenal  and though it was a ton of work I think the end product looks amazing. I had some neat code which displays a random image for a map object based on the hash of the tile. This means that even though there are a whole bunch of different looking graffiti / trashcans / whatever, there is often only one object behind it all, and that definitely streamlined getting all the assets in. I think in preparation for next year I will be sure to try to streamline many more map generation processes in my engine so that there are even fewer bottle necks between drawing an image and getting it into the game as scenery.

One difference from last year is that I am no longer using Slick for graphics, having upgraded to LibGDX. In previous years, there were a lot of people who couldn't get the game to run because of OpenGL problems. Many of these problems I believe stem not only from some of Slicks poor use, but also from crappy drivers that don't work well with OpenGL 2.0... I am no longer using 2.0 (losing FBO's was a pain but I worked though it) so a lot more people should be able to run the game this year.

 So don your gas masks and prepare to enter the quarantine zone! I hope everyone enjoys this game as much as I enjoyed making it!

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Programming / First order predicate logic
« on: November 12, 2009, 11:46:58 AM »
For those interested in learning more about my project RAIL, where you can build your own dynamic AI and battle your friends without having to know how to program, Ive just posted how one of the key parts of how the program works. It describes how the IF tiles work: constructing an If-Then sentance from preset chunks.

www.numeronreactor.blogspot.com

:)

9
Classic Roguelikes / DCSS Junk potions and scrolls
« on: October 08, 2009, 12:17:17 AM »
Finally got around to playing Crawl in the last week, and loving it. On my best character so far, a Minotaur Beserker, I carefully cleared most of the Orc Mines (made the mistake of rushing in last time and died after being swarmed quick), now halfway through Lair about to Snake Pit.

Anyway Im at the point where the bounds of my inventory are mattering, carrying all these small hand axes for throwing is a pain, javelins are best but keep disappearing on me. What Id like to know is if these apparently useless scrolls and potions are good for anything or can I ditch them for space and less weight? In nethack for example, scrolls can be blanked, and potions turned water by dipping into fountains, is this possible in Crawl? Are blank scrolls useful and is there even water potions anyway? Is there anything else interesting I can do with any of it?

-Numeron



EDIT: Just discovered potions can be quivered, and therefore assumedly thrown :)

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