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Messages - valianjuan

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Nice to meet ya stu!  ;D  ;)

Traditional Roguelikes (Turn Based) / Re: SewerJacks 0.8.5 released!
« on: November 06, 2007, 06:21:02 AM »
I tried it out today!  It was fun.  Keep up the good work.  ;D

Traditional Roguelikes (Turn Based) / Beggar 0.5.6
« on: November 03, 2007, 10:22:27 PM »
 ;D This has some rather big GUI changes.  You can now select (I think) every command in the game using a dynamic menu.  Also, you can now throw your items around. :-) Fun stuff.

Release v. 0.5.6
 * You can now throw things and attack friendlies
 * Added useful information on the left
 * Player slows down when he's carrying too much
 * Added weights to items
 * There is now a menu feature that lets you access common options (ENTER)
 * Added a (c)hat feature to talk to the (f)ocus creature
 * You can choose a target while looking (Enter)
 * Added a target creature ~ (f)ocus on a creature
 * Fixed bugs

Off-topic (Locked) / Re: What do you do for a living?
« on: November 03, 2007, 04:50:21 AM »
I work for a Christian non-profit gathering donations, setting caseloads, distributing, and oh yes, web stuff!

However, I'm going back to school in the fall of 08 for my Master of Divinity degree.

And on the side, I play with Java, and rogue, or some other various minor programs.   A leftover from my days in college as an EE CS dude.

Traditional Roguelikes (Turn Based) / Re: Dwarf Fortress
« on: November 02, 2007, 02:17:32 AM »
I had quite a few issues with the download.  Each time I downloaded it (3 times total) different files were corrupted.  I finally got it running by mixing and matching.  Then there was the oh so long time for map generation.  The finished product was cool... but... you know.... that was an evening gone without even getting to play!  ::) 

Don't get me wrong I love the idea... :-* it just needs work!  :'(

Programming / Re: cracks
« on: November 02, 2007, 02:12:36 AM »
Yep... I totally understand. :-[

Traditional Roguelikes (Turn Based) / Re: Dwarf Fortress
« on: November 01, 2007, 09:08:37 PM »
It's fun, but the UI really needs to be simplified? :-X

Programming / Re: Beggar
« on: October 28, 2007, 03:17:09 AM »
Guess I hadn't posted in a while.  ::)
Has anyone here tried the game recently?
Any suggestions?

Early Dev / Re: Lands of Elderlore
« on: October 27, 2007, 10:14:41 PM »
I agree, alpha might be a better way to go!  I think I'll have to think about that for my roguelike too.  :-[

Programming / Re: Messing with dungeon generation
« on: October 23, 2007, 05:46:42 PM »
These are nice!  I like the variety!
So far I have a simple but effective algorithm.

Make the grid entirely unwalkable.
Check the grid area's size, and choose how many rooms you want to put in.
For each room:
  make a room at a valid random point (save the point)
  Connect point 1 to 2, 2 to 3, etc..., n to 1

Now you have rooms all over that are all connected.  You can change what your rooms look like or the connection algorithm that makes the tunnel.  And everything is filled. (in case you want tunneling or something...

I suppose if I wanted tunnels to split, I could change the algorithm to do that too.

Programming / Re: Beggar
« on: October 21, 2007, 05:28:40 AM »
 :D Expanded the slime game for fun!  (v. 0.5.1)  ;D
With it came some of the features I've been meaning to put in, but didn't have the motivation until now.

Programming / Re: Beggar
« on: October 18, 2007, 09:45:13 PM »
 :D Version 0.5.0!
The xml inputs are working pretty well with my initial tests.  We'll see what comes up after a start trying to flex the parser muscles.  Also added resting blah blah ... etc etc
I think the slime game I made for testing might become a game in it's own right.  Or at least a minigame. ;D

Other Announcements / Re: Alternatives to hack and slash for roguelikes
« on: October 17, 2007, 08:53:58 PM »
I think rogue is fun for rogue's sake. (hack and slash)

However, one of the things that makes a particular game fun is the random things you can do but don't have to... like potions.

I think if you can minimize complexity while maximizing features, you'll be onto something really great, because then people can stumble upon cool things.

So for example, say you did carry around a magic bag of soil, where seeds were grown and so forth.  Wouldn't it be great to not only have a very interesting and robust (yet simple) interface for potions, but also to pop a raw seed, or the whole plant in your mouth, and hope that all goes well?

"Althor throws a handful of molberry seeds in his mouth and begins to levitate...
Soon he expands and begins to fly...
As Althor approaches the sun, he pops like a discarded carnival baloon!"

Death:"Althor popped due to his experimentation with illegal drugs."

Programming / Re: Beggar
« on: October 17, 2007, 03:49:24 AM »
Finally stable enough to put up an update!   :P  (
Check out the xml and cvs inputs (Thanks slash :D and everyone else)
The next order of business is to allow switching between maps... (coming soon!)

Programming / Re: Beggar
« on: October 16, 2007, 02:56:16 AM »
That is a good point!  :D
It would be a great deal easier to do it in a spreadsheet from the client side. Hmmm...
I'll have to ponder on that one a bit.

Here's a question for you though,
If you were write a game where the game files are easily manipulated (as in where monster stats are kept in a spreadsheet or XML) would you give up some of the fun parts of say, maintaining a high score list?  Does it matter and will people get around it regardless?

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