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Messages - IBOL

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16
wow, too bad I didn't see this back when it was fresh.

I just want to come in and say it was not the developer, but the publisher who set the price of Approaching Infinity. The original intended price was much more in line with current market standards.

17
Other Announcements / Re: IRDC US - Atlanta, GA - May 30-31
« on: April 23, 2015, 12:31:53 PM »
Hey, I can't believe this thread hasn't gotten more attention... IRDC in America!

I know I'm going, what about you?
Seriously, please help Todd spread the word, it's going to be a great meeting of likeminded rogues (roguelike minds?)

http://irdc2015usa.tumblr.com/

18
Programming / Re: keep an Endless Sci-Fi Roguelike interesting?
« on: March 27, 2014, 02:39:51 AM »
Thanks everyone!
I know we're in the throes of 7drl right now; I'm even a reviewer this year!
But I've just got to mention something...

This really is the thread that started it all...so many core ideas and developments happened here.
The game will be released in May, and it's on Steam Greenlight right now!
Please come vote yes for this awesome space roguelike you helped create!

19
7DRLs / Re: Eden Sector - 7DRL 2014
« on: March 17, 2014, 12:13:44 AM »
EDEN SECTOR IS A SUCCESS!

posted Sunday, 7:59pm EST.

Get It Here


20
7DRLs / Re: Eden Sector - 7DRL 2014
« on: March 15, 2014, 07:52:02 PM »
Well, it's coming along, but I really need more time to do everything I want.

This game has a good main quest that has you uniting the quadrant against a common enemy, and finding a powerful artifact to use against them. Early in the game, you meet an "operative", and I'd actually like to design a new officer class for them, but I don't think i'll have time to get it in.

Working on getting to the goal right now, and everything else is fluff at this point.

;)

21
7DRLs / Eden Sector - 7DRL 2014
« on: March 11, 2014, 06:32:54 PM »
Eden Sector will be my entry for 7DRL 2014. It's a mod of my current big project, Approaching Infinity.
A.I. is a work in progress, but it is near completion.

Eden Sector will be based in the same world, and on top of the same code framework,
but it will definitely be its own thing, and coded within the time constraints of 7drl.
It will have its own ships, monsters, items, and quests. It will in fact be quest driven,
but utilizing A.I.'s robust randomized quest system. It will also feature things that are
simply not a part of Approaching Infinity; unique to Eden Sector.

And whereas A.I. is intended to be a commercial game, Eden Sector will be entirely free,
playable and winnable for everyone. It will be a good way to see what A.I. is capable,
without giving away too much of the full story/content of the main game.

I just started the work today, 3/11/14. I will finish on sunday (hopefully!)

22
Well, I love space empires 4, so good luck. Also your blog reminds me of "Super Star Trek"...David Ahl books...

23
Programming / Re: keep an Endless Sci-Fi Roguelike interesting?
« on: February 01, 2014, 02:23:22 AM »
Hi, Everyone!

It's been over a month since I posted here, and Approaching Infinity has seen a lot of progress! It's now in the Beta stage, with every major planned system represented in the game. New major systems of note are skilled officers, component crafting, variable speed, the shipyard, and a victory condition.

There is also a new free public demo available, as well as a sale on itch.io for continued full beta access:
http://ibol17.itch.io/approaching-infinity-early-access

Akely, I got that message, followed those links, and found them very informative. Thanks!

Last, there will be a live stream Saturday, Feb. 1st at 10pm EST on http://twitch.tv/MightBeGiantYT

Here's a new video trailer as well.

24
Development Process & non-technical / Re: Plans for 2014
« on: January 23, 2014, 05:30:33 AM »
My plans: Trying to release Approaching Infinity in April !

I just hit Beta ahead of schedule, and the next two months are supposed to be easy. (the last one's the killer!)

I tried the calendar thing too, and I kept finding it a few days later, and saying, oh yeah, calendar. oops...

What I find that works is writing a to-do list for tomorrow. It's much easier to focus with the list,
and it lets me address issued that I know need worked on.

25
Programming / Re: How are huge game worlds stored in memory?
« on: January 15, 2014, 04:32:37 AM »
just a follow-up to my earlier post,
I went in and changed all my arrays from ranging in the 30's up to the 300's,
making the square ones 1000 times bigger. Game still runs fine. Other stuff does seem a bit slower,
but I have about 12 programs running anyway...
so yeah, all in memory at once seems quite doable, especially for a finite world. ;)

26
Programming / Re: How are huge game worlds stored in memory?
« on: January 12, 2014, 07:46:32 AM »
Hi,
I am doing "persistence" for the first time in my current project, and I handled it like this:

the current world mm[]  (map or whatever) is an array big enough to hold everything about a single location (one sector of space or one planet, etc.)
(all mine are 30x30, with  7 data elements for each tile)

when you leave an area, you save it to a file that can hold all that information.

monsters and items are saved in linked lists. the map references the monster or item instance.
mm[23,7].monster=7  ;  mm[1,1].item=48

monsters and items are each defined on their own, with 30-40 characteristics.

I don't bother to save all the data about each item and monster. I save what "KIND" it is.... supplies, corona shield, pirate, space amoeba,
and when you re-enter the area, I re-generate all the stuff about the items.

there is no technical reason not to save the individual items and monsters, I just did it to keep my data files small (about 11k per area)

like I said, this is my first foray into persistence, and it works very well.
once you wrap your head around what's important, you'll get it.

[edit]
and yeah, if you want a monster to follow you , just cheat, and 'bring it with you' ... don't delete it when you change areas, and then place it near the stairs with you...

27
I read through a lot of this, and I love it.
this sounds exactly like the beginning of my development process
find interesting ways to represent systems to provide maximum randomness within a manageable framework (for gameplay's sake)
hope you're still pursuing it.

28
I'm not done with Random Realms yet, but do you know what I'm working on now?
Approaching Infinity
It's a graphical roguelike set in space, and it's pretty awesome.
If you've ever had an interest in Random Realms or any of my games, I urge you to click the link above.
Have you ever been there? I'm there now.

29
Programming / Re: keep an Endless Sci-Fi Roguelike interesting?
« on: December 03, 2013, 04:05:25 AM »
hey thanks man,
you know, I've been trying to contact you, just to keep it going,
and I just feel like this board's comms don't work too reliably.

I'm going to post my email right here, and if any of the people in this conversation want to hit me with a private email,
that would be great.

saunders72[at] Hotmail >DOT< com

WOOOOOOOOOT!!!!!!!

30
Thanks, Getter!

Dig these crazy pixels:



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