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Messages - ywgdana

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16
Traditional Roguelikes (Turn Based) / crashRun 0.3.0
« on: January 31, 2009, 05:39:28 PM »
Okay -- I've squashed as many bugs as I feel like squashing :P

crashRun 0.3.0 is now available from http://crashrun.org/

The biggest change is that cyberspace is now an explorable area, fraught with its own perils and things to do.

Enjoy!

17
Other Announcements / Re: 2009 7DRL Challenge Ideas!
« on: January 27, 2009, 02:39:21 AM »
I've no idea if I'm going to do 7DRL this year.  I'm not sure if any of the ideas I've had can be crammed easily into a week :P

What I have been thinking of lately is an espianoge-type game (I'd call it either Moderately Secret or Spy vs. Rogue...)

The focus of the game would be doing relatively short missions that would start off simple, hand-offs, talking to a contact.  You progress to more difficult missions: bomb diffusing, hitman (or stopping an assassination).  A dozen missions would maybe constitute your career.  I'm not sure how many different types of missions I could come up with in a week.

Stealth would be important (and mandatory for some missions).  I was thinking that I could colour code the people on screen to indicate how much they are paying attention to you.

Combat would be pretty lethal -- if you get shot you'll most likely be killed or very badly injured.

I dunno if that's too much for seven days.  A lot would depend on how decent I could make the randomized missions.

18
Traditional Roguelikes (Turn Based) / Re: New crashRun page
« on: January 25, 2009, 11:26:58 PM »
I saw that there were python bindings for libcotd; how are you finding it? 

It's on my list of things to check out when I start investigating pygame alternatives.

19
Traditional Roguelikes (Turn Based) / New crashRun page
« on: January 25, 2009, 04:32:25 PM »
In the name of sweet, sweet procrastination, I bought a domain for crashrun, tweaked the existing page and uploaded.

No new release yet, but 0.3.0 is very close.

crashrun.org

20
Programming / Re: New CyberPunk RogueLike
« on: June 19, 2008, 11:50:46 PM »
Actually, I've been told several times that the best way to do stuff is to just do it, and then optimize it later.

There's no point in continually trying to write the fastest code on the first time (especially on such "small" programs)... it's hard knowing exactly what part of the program is going to slow the execution down. You can figure that out later, and try to optimize only those parts that really need it. Besides, it get frustrating really fast, if you're always, always, always changing the code to get it to run faster, because you never actually get anything done.

Just keep going, see stuff moving! If it all starts becoming too slow... rewrite, but probably small sections only :)

Grey! Aluminium! Centre!

I tend to do it in pieces.  I'm not overly worried about performance, or at least I won't be until I get close to a 1.0 release.  But if you find obvious problems, there's nothing wrong with fixing it then and there.

When I wrote one of my map generators, it was kinda slow; like, 400 milliseconds and I worked on the speed while the code was still fresh in my mind.  And just before releasing 0.2.0, I found a couple of degenerate cases in my pathfinding implementation that would sometimes pause the game for a second or two.

But I think that you're correct and it's a mistake to try to get too worked up about performance.

For Scautura: Python comes with a simple profiler built right in.  It's easy to use and is a good help in identifying hotspots in your code.


21
Programming / Re: New CyberPunk RogueLike
« on: June 19, 2008, 04:54:20 PM »
I hope you don't mind me waltzing through your code and learning Python on the fly?

Oh absolutely -- part of the point of releasing stuff under GPL.  The source for crashRun runs the entire gamut of me just learning Python to more recent stuff where I think I know what I'm doing :P  So I hope it's obvious where I've done something dumb or klunky.

Quote
Anyways, thank you for the inspiration (and I'm guessing you're not American from some of the spellings in the code!)

I'm glad you're finding it useful.  Yeah, I'm Canadian so there'll be a mishmash of American and British spellings.

22
Programming / Re: New CyberPunk RogueLike
« on: June 17, 2008, 02:25:25 AM »
PS: Blame crashRun for actually giving me motivation to develop this!

Yay :D  Happy to help!

Looking forward to seeing another approach to a cyberpunk setting.

23
Off-topic (Locked) / Re: What do you do for a living?
« on: June 13, 2008, 12:36:38 AM »
So programming roguelikes is just a hobby, and everybody is shocked to see a humanist write computer games ...

Maybe not so shocking :P  Didn't Linley quit working on Dungeon Crawl when he went off to law school?

24
Programming / Re: newbie: curses map in memory?
« on: June 08, 2008, 01:45:04 PM »
To store the map in memory, I just used a list of lists.  Basically, each row of the map is a list of squares and the map as whole is a list of rows.  I store more than just the character, I created a class that will track (amongst other things) whether the square is passable or not, whether or not it is opaque (there are terrain types that are clear but cannot be passed though), and whether or not it is "open".  Ie., a square of water is clear, the player cannot pass through it but if you shoot or throw something, it will over the square.  A forcefield is clear but cannot be passed through and if you shoot at it, the bullet or arrow will stop as though it were a wall.

One thing I did waaay back at the start of my roguelike development was to have two separate grids: one for the map squares and one for the location information.  So the info about what items are on a square, what monster is standing on it, etc. is stored in a different grid than the map tiles.  This allows for a bit of memory savings, but I can't decide if the extra complication is worth it.

If you are using Python and you are a very new programmer, learn about lists and dictionaries; they are your dear friend.

25
Temple of the Roguelike / Re: The Book of Roguemundi
« on: June 04, 2008, 04:47:48 PM »
I will take note of the features
* Zoom out
* Locate coordinate
* Check coordinate

Once you have zoom out, you're just one (or perhaps two) steps away from an ASCII version of GoogleEarth :P

I'd love to zoom in and see my house's floor plan rendered in ASCII!

26
Programming / Re: Worst bug you had?
« on: May 30, 2008, 04:03:08 PM »
Yeah, mmap is a pretty standard system call in unix.  It's part of the posix spec, if I recall.

27
Traditional Roguelikes (Turn Based) / crashRun 0.2.1
« on: May 26, 2008, 06:44:46 PM »
Hey gang,

I posted an update to crashRun which should drastically reduce the game's CPU usage.  It also now features an examine command ('x') to look at things on the screen.

28
Traditional Roguelikes (Turn Based) / crashRun 0.2.0 released!
« on: May 24, 2008, 08:20:28 PM »
This afternoon I released version 0.2.0 of crashRun, my roguelike game.

It's a very early, and very incomplete, version of what I would like the game to be, but if you want to check out what I have so far you can download it here:

http://pixelenvy.ca/crashRun/release02.html

For the moment, I'm afraid you have to do a bit of work to get it up and running.  It's written in Python and uses Pygame for it's interface, so you'll need to have both of those installed.  Instructions on where to get both of those are on my website.

I will at some point look into packaging it up in a form that doesn't need external installations, but as I'm still early in crashRun's development, I want to focus on the game itself, and worry about packaging later on.

Enjoy!

29
Off-topic (Locked) / Re: What do you do for a living?
« on: May 15, 2008, 05:29:23 PM »
Software developer for a visual effects company.  Although, I don't do any visual effects related stuff; I work on much less interesting business systems.  Lots and lots of database and web service type tasks.

One of the big reasons to work on crashRun is for the chance to work on something more "computer science-y".

30
Programming / crashRun update!
« on: May 14, 2008, 04:12:40 PM »
I've started posting progress updates over at LiveJournal:

http://crashrun.livejournal.com

And this morning made a fairly long post about what I've worked on recently:

http://crashrun.livejournal.com/1088.html

Includes a new screenshot!

What is the etiquette around here, btw?  Should I make a proper post with my updates here, or just post links for those interesting in keeping up with crashRun's progress?

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