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Messages - Alex E

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61
Early Dev / Re: Encircled
« on: August 25, 2012, 07:05:20 AM »
It looks neat. I'll try it soon and give feedback if I can.

62
Early Dev / Re: Left Field Hotel (Horror Roguelike)
« on: August 21, 2012, 10:19:25 PM »
If I can make it "work" I'll do it. But I can't promise anything.
By "work", I mean redoing the items to work with the ascii tileset. I should have planned out having it be ascii when I started, but oh well.

63
Early Dev / Re: Left Field Hotel (Horror Roguelike)
« on: August 19, 2012, 05:41:13 PM »
is there an ascii mode?

Not at the moment. Do you prefer ascii over graphical tiles? I can make an ascii mode for those who prefer it.

64
Early Dev / Re: Left Field Hotel (Horror Roguelike)
« on: August 19, 2012, 06:46:59 AM »
The game is about done. I just need to add some sound effects and graphics before it's finished.

You can now complete the game and escape the hotel.

Having your guilt be too high will cause you to begin to harm yourself with weapons. If you don't lower your guilt right away you will commit suicide.

There is now tutorial (a sort) in the game. Depending on what you're doing, different hints will pop up on screen, such as "Press <d> to drop objects". The hints will also attempt to help you if you're stuck trying doing something to progress the adventure. You can disable the hints in the main menu if you want to.

I also got rid of a some of the controls that were just plain annoying and unneeded.

Other stuff was added, but I forgot what.

I'm not updating the link for the game on the first post (and I don't recommend playing it unless you just want to test it out due to problems and errors I did not notice before releasing it). I will continue to do minor changes and fixes until the ARRL this September where I release the game.


65
Programming / Re: Using Seeds to Generate Levels
« on: August 19, 2012, 06:36:54 AM »
Thanks for the help.

66
Programming / Using Seeds to Generate Levels
« on: August 19, 2012, 03:26:23 AM »
E.g. Minecraft. It uses seeds to generate environments. Using the same seed will create the same environment. How would you translate this into roguelike where you are mainly picking a random point in the level and adding assets there?

I don't want to make any kind of wilderness or cave, since those generate mainly with fractals or algorithms. I'm talking about creating a wall at a random place. Or making a road go 20 tiles north and then go 8 tiles west.

So how would you use seeds to do that?

67
Programming / Re: clean code
« on: August 17, 2012, 01:48:15 AM »
Unfortunately I've never completed the game, because I keep thinking that there is a better way to implement everything and starting over from scratch, after taking breaks in-between.  I started the first one 8 or 10 years ago.  I think the last time was the 12th partial-rewrite from scratch. >_>

That's one of the problems you may face when creating a game. You start to lose motivation after a while. Some people don't, but I usually do after a few months.

68
Traditional Roguelikes (Turn Based) / Re: Dungeon Ascendance
« on: August 16, 2012, 05:14:35 AM »
With all of these android roguelikes releasing it makes we wish that I had an android phone.

69
Programming / Re: Good Settings for Free-Roam RogueLikes
« on: August 11, 2012, 11:37:59 PM »
Well everyone likes a good zombie apocalypse.

70
Programming / Re: "Free-Roam" Roguelike Development
« on: August 11, 2012, 07:30:44 PM »
Skyrim's radiant system creates mostly simple quests such as "Kill this over here" or "Bring this to him". Things like that. Hundreds (Seems like it) of the quests in Skyrim are made by hand. There's just so many that you always have quests to do. You could have premade quests with random parts though. For example, you could have a quest to go kill whatever king and have the king's location be random. As well as have the specific weapon you have to use be random.

As I see it, "random" doesn't work very well for storylines, so maybe you could just have the environments be random.  The radiant quests in Skyrim aren't story related from what I can tell.

For items and weapons, it isn't so hard. Just assign some random stats and effects to some randomly placed items in random places.

71
Early Dev / Re: AURO Gameplay footage (alpha)
« on: August 11, 2012, 06:20:13 PM »
It looks great! The graphics are nice and the combinations of different abilities looks fun. I haven't played a roguelike like this before so I'm interested to see where it goes.

72
Programming / Re: Multiplayer in Roguelikes
« on: August 06, 2012, 02:53:05 AM »
I doubt anyone will ever actually play it, but I enjoy writing it, and I'd be happy if even one person ever logs in haha. I'm sure I'll get much criticism for attempting such a project, but suggestions are always welcome :-)

It seems very interesting to me. I'll play it once I have some time.

73
Early Dev / Re: Left Field Hotel (Horror Roguelike)
« on: August 03, 2012, 08:18:29 AM »
News Update:

I uploaded a new version of the game which you can find on the first post of this thread.

Some of the controls have been changed a bit, and you can find all of the controls by pressing Escape and going to Controls.

Oh ya, and an escape menu was also added.

I need to add guilt penalties and a proper tutorial next. There also needs to be a way to beat the game.

74
Programming / Re: implementing speed in projectiles with libtcod
« on: July 31, 2012, 06:40:24 AM »
In the beginning of every roguelike, you usually have to re-create the same systems you had that most (not all) roguelikes generally have (Ex: Displaying tiles, picking up items).

After making my second roguelike and starting my third, I didn't really want to re-re-create things such as "displaying tiles on a world" or "picking up items", so I  took a lot of the code I created for my second roguelike and put it into my third. Off of that framework, I could make new things I hadn't before.


75
Early Dev / Re: Left Field Hotel (Horror Roguelike)
« on: July 29, 2012, 01:52:44 AM »
News Update:

Police "Do Not Cross" Lines have been added, as well as chalk body outlines. Multiple story-based items have been added, such as the portrait, news articles, notes, and other things. Some Apartment rooms will not have side rooms anymore, so apartments are a bit more varied now. A Guilt Meter has been added at the bottom right corner, that will go up and down according to things you've done. It's still being re-worked for story purposes, and a negative impact is also being developed. Being in the darkness for too long will slowly increase the guilt meter, but going back into the light will decrease it back to where it used to be.


Here's an example of a room will Police "Do Not Cross" Lines.


I'm still not going to release this as a playable build yet, even though many things have been added. I don't want to release another until I make a few more much needed tweaks and changes.

Also, a Linux and Mac Port may actually be possible in the future, though I recently said otherwise. Not sure when, it depends on a lot of technical issues.

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