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Messages - NeedsFoodBadly

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16
Other Announcements / Re: Elderlore: technical difficulties?
« on: March 11, 2012, 08:50:38 AM »
We need something like Elderlore bad. I want to follow 7DRL development.

Well, there's 7DRL of course.  That would be the main resource.

But I have tied up roguelike dev & announcement, 7DRL, RL Radio, Roguelike Radio and more of the like in my new Planet Roguelike feed here.
This feed is less focused on combining a bejillion feeds from individual game sites and more focused on major news, dev & announcement type blogs.
http://amuletofyendor.blogspot.com/p/planet-roguelike.html

17
Other Announcements / Re: Share your ideas for 7DRL
« on: March 11, 2012, 08:48:07 AM »
I just announced MarioRL.  Pressure is kind of on with the short list of competitors so far. :P

Here's a quick mockup I made:



I'm working on tile graphics, mapping & movement right now.

18
Other Announcements / Re: Share your ideas for 7DRL
« on: March 08, 2012, 11:50:53 PM »
Here's one up for grabs (if it hasn't already been done) :P

You're a programmer who has to complete the 7DRL challenge in 7 days and present a finished roguelike.

You journey down into the depths of your computer/the internet, fighting off webads, viruses, malware, naughty websites, program bugs and similar time wasters to retrieve the coveted code and return to the surface with it.

Alternatively, instead of having just ONE object to retrieve you could have to get a bunch of different code parts and return to the surface to win.  You could even name them like main.cpp and so on :P

Spells & Equipment could be like functions, data files or something like that in keeping with the theme.

19
Other Announcements / Re: 7DRL - web vs. native vs. ssh?
« on: March 08, 2012, 11:47:39 PM »
Well, Java/Flash/HTML5 are certainly more convenient for people that want a quick fix but rarely have I seen browser playable roguelikes implemented as well as downloadable ones such as say, DoomRL (before or after the graphic update) for example.

If you want people to download your game then you really need to provide some good teaser/color text, a list of game features and some good screenshots.  Having no screenshots of your game, even if it is ASCII based is often off-putting for people.  Even if you're doing an ASCII based RL, try sprucing up your game UI or even using a graphical UI surrounding your ASCII game to pique people's interest.

Also, implementing a simple to use, streamlined and efficient UI will also get people's attention. 
If people have to read a 300 page Nethack-ish manual (The Spoilers were actually misnamed.  They should have been called INSTRUCTIONS) to figure out how to play your game that's also going to put them off.




20
Classic Roguelikes / Re: Good Roguelikes for beginners?
« on: March 05, 2012, 07:18:07 PM »
It's not about the graphics - I would much rather play the ascii version of doomrl or one of the newer ascii games like Vicious Orcs than nethack - the interface is just so arcane and hard to to use & the learning curve immense.

You need a manual to read Nethack's manual. :/

21
Early Dev / Re: MicRogue - Need some in depth Feedback
« on: March 02, 2012, 09:31:41 PM »
I like it but it seems the only workable strategy for this is to move until a monster moves adjacent to you, so you get the first attack.

In that sense, I'm not sure I like it.  However, that being the way the game is made right now if you included a way to rest without moving, it would entirely negate any difficulty in the game.

22
Traditional Roguelikes (Turn-based) / Re: UnNetHack Tiles?
« on: March 02, 2012, 09:28:07 PM »
You should check out Vulture too!  It's an ISO graphical UI that supports Nethack, Slash'em and UnNethack.

And unless I'm mistaken you just download/install the version you want and that's it.  You don't have to setup any funky command line stuff or anything.



23
Other Announcements / Re: Share your ideas for 7DRL
« on: March 02, 2012, 09:23:17 PM »
Enter Dungeons of Blank, Get to Level X, Retrieve Amulet of Blank.

Your move.

You are a shopkeeper and you need to get some new items in your shop. However it requires a long journey over dangerous wilderness with the usual bandits and critters trying to kill you. With couple of pack mules you begin your adventure.

I was actually just reading an article about a roguelike pretty much like that the other day.  Darn me if I can't find it now, but it was a working game where you played a shopkeeper next to a dungeon, and heroes would come and sell their items and you would also sell items to them, in an intricate dance of trying to make profit, and keeping them equipped with gear just good enough for them to bring back more loot to sell/buy from you.

24
Other Announcements / Re: Share your ideas for 7DRL
« on: March 02, 2012, 05:22:45 PM »
Yeah, this is what we need. More ideas. Let's throw in some ideas. Fuck.

Enter Dungeons of Blank, Get to Level X, Retrieve Amulet of Blank.

Your move.


25
Traditional Roguelikes (Turn Based) / Re: Random Realms released
« on: March 01, 2012, 11:03:33 PM »
I've done some dabbling in DarkBasic myself.  IBOL has a ton of great open source stuff at the 20 line Competition forums over at TGC.

He's pretty much a superstar over there. ;)

26
Other Announcements / Re: Share your ideas for 7DRL
« on: March 01, 2012, 10:50:34 PM »
Hyperbolic mixed with more traditional Roguelike play would be great! ;)

27
Early Dev / Re: SLAUGHTERHOUSE: My first attempt at a Roguelike
« on: March 01, 2012, 10:31:27 PM »
Which tutorial did you base your game off of?  Unless I'm mistaken there are at least a few different ones on RogueBasin.

Ah nevermind, I see you're referring to the python+libtcod tutorial.

One of the shortcomings of that tutorial is the interface it uses, keyboard for movement and everything else but mouse for ranged weapons/spells.  If it uses mouse for spells/range weapons it should have mouse movement and menus too.  If it uses keyboard for movement, you should be able to target with keyboard too.

Of course, that will require some additional coding not covered in the tutorial.

28
Other Announcements / Share your ideas for 7DRL
« on: March 01, 2012, 09:48:53 PM »
Got any fanciful, hopeful, outrageous, outlandish, serious or silly ideas for 7DRL?

I'll start.  Here's mine, a Roguelike based on the original Rogue...Sarah Palin!

You play the role of Sarah Palin, who must embark on a fantastic quest for relevancy and attention.  Battle hordes of liberals, lame stream media, political pundits and Gotcha Goblins as you descend deeper into the depths of madness!

Here's a mockup of the title screen:




29
Classic Roguelikes / Re: Good Roguelikes for beginners?
« on: March 01, 2012, 06:37:01 PM »
I tried to start him on Vulture/Nethack but that was a little too much for him.  Hell, even I need to play that game with a reference sheet for commands.

That's just cruel. At least go with a crawl if you absolutely have to introduce him to a "hardcore" roguelike (although I wouldn't go with any of the "classic" majors for a beginner - tome4 is probably a pretty decent choice).

Ha!  Well, at least I tried to get him to play the Vulture (graphic) version of Nethack.

Although he did surprise me the other day, when I was tooling around working on programming a prototype of an Ascii roguelike and he said, "Hmmm. That looks kinda cool. I might be interested..."

I've tried to work on getting him to see that it's gameplay not graphics that makes a game.  I've actually got a Mame cabinet in the house with full arcade sticks/buttons/trackball and the kids have a blast playing Pong and Warlords on it...although it usually devolves into fighting and arguing sooner or later...

30
On a tangential topic, I think there could be a roguelike where the PC has dreams. Like, you get moved to a weird location, where you get killed or not, and some reward would be given after you wake up, for example a deadly dream could not heal HP, or a good dream could give you some visions. From the designer's point of view, dreams would be a way to create a situation where you could take deadly risks or find/use up rare resources without unbalancing the game.

A Total Recall/13th Floor/Matrix/Inception/Kirby's Dreamland sorta thing?  That could be cool. :P

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