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Messages - pol

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I'll post the actual algorithm as soon as I have access. But I do not use any marching squares etc.just a recursive post processing that checks/ updates in the four cardinal directions.

In the image above (done in paint, so excuse the lack of completeness etc) there are three "holes"or water tiles that are not directly adjacent (the black squares outlined in red) on a 3x3 grid with most of their corresponding shore tiles. You can see they ignore the diagonals unless there are other hole/water tiles adjacent to that diagonal tile.

If you draw a connection from each of the cardinal directions and diagonals to each of the others, including their opposites and a tile with no neighbors, it is 49 tiles. Mine are for water, so you would put your hole graphic on the opposite side and have the edge of the hole occupy more of the square. Or leave it that way and use the graphics as walkable lip surrounding the actual pit.

Programming / Re: Finding objects
« on: August 03, 2010, 01:23:10 AM »
And don't be afraid to have the same thing listed in multiple places. How else would you make an efficient list of Object->Doors without having a list (not a linked list) of all objects and a list of all doors. C++ std::maps are good, I use them for almost everything. If you delete objects, or remove them or save them to an off-screen map, you can keep an std::list of recently deleted numbers for your map to reuse before going on to NUM_ITEMS_IN_MAP +1 or however you manage your global lists of objects. And only use linked lists when they are appropriate and useful for the problem at hand, like if you want things to be in a specific order or if it doesn't matter if you need to get something that is located in the middle of the list. Check out all of the std:: things and see what does what and what is appropriate in which situations - a lot of the boost:: stuff is good too.

I don't plan on releasing the source for my game any time soon, but I am going to release the source for my tile display engine and I would be happy to explain or give an example of whatever you're interests you - but I don't think I've done anything very innovative yet! The only thing you will be able to do when I release the  semi-playable version is run around, survive from hunted/ foraged foods & liquids, attack/ be attacked and craft some extremely crude & basic tools
(unless I get distracted and start adding in more things - but I have to be vigilant! and release!)

All of the plot stuff needs a completely different, tactical-level game on top of the roguelike combat/ exploration engine that I have because I need to abstract all of the actions by non-local actors. That stuff won't be too bad because I have planned ahead with things like distances to/ from features being stored, and distinct sections/ entrances/ exits while searching for/ following a path, and a bunch of precomputed and stored stuff like relationships. Plus whatever other tricks I have gleaned from the wonderful repository that is roguelike.development on google groups going back to 1990-something. - heheh - I always said I would put some of those people who had not released anything in more than a decade to shame and release a playable and decently interesting game plus learn how to program c++ after taking only 1 extremely beginner class in under a year... but here I am now and I am hoping to beat the three year mark which would be sometime near the end of august. And calling what I am hoping to release decently interesting would be a tiny stretch - but at least it will have a bunchf of cool eye candy....

Yes, I have dreamed and waited for that day as well - until I got tired of waiting. I would play ultima 6 for hours on end "roleplaying" as a thief/ commoner, creeping around, establishing my own residence, hoarding posessions (or whatever it was that I did) and wishing functionality of that type was actually built into the game.

Sure - I am creating a survival-simulation/ role-playing game/ 4X/ living-world/ AI simulator/ semi-roguelike. The first version will include low-tech (only very simplistic metallurgy if any at all) survival in an untamed randomly generated world with a very content-rich and open-ended environment.
And other cool-sounding buzz words. You will be able to run around and do whatever you want pretty much. Try to latch onto an already established community or set out into the wilderness to make your own way. Become a bloodthirsty murderous killer or defend the weak. We will see how detailed/ interesting/ feasible I can make that stuff with my random plot builder.

Traditional Roguelikes (Turn Based) / Muert: Tribes technical demo
« on: June 30, 2009, 06:50:29 PM »

I was prompted by getter7 and decided to put this technical demo up for download.
It is a windows .exe that has been tested and functions on XP and Vista but will include a mac version when released (maybe even *nix but I have to see what exactly that entails).

At the moment you can check out my noise maker app, world generation and regions.
I need to add all of the functionality and modules that I have stripped out of my engine, and once that is complete, which shouldn't take too long since it is all tried & true, I need to make the keys user-configurable for the laptoppers and anti-numpadders. After that I will release the first
playable version of Muert: Tribes

please read the keys_readme.txt included with the download.

You can contact me at for whatever reason.

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