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Messages - ekolis

Pages: 1 ... 10 11 [12]
166
Temple of the Roguelike / Suggestion for next year's 7DRL Challenge
« on: March 16, 2013, 03:05:30 AM »
Slash, I really appreciate the registration website you put together for this year's challenge - it was well past time to replace the archaic "post on a newsgroup" method of registration used in years past! I just have one suggestion for next year - how about if you added a forum with a thread for each entry? Then developers could use that as a blog of sorts, and after the challenge, folks could comment on the games they've played! :)

167
Programming / Re: Borglike damage model
« on: March 15, 2013, 11:35:10 PM »
I was thinking the mechanic would actually make sense in some sort of cyberpunk themed roguelike where you're controlling some sort of digital avatar, and as you take damage, the pixels disappear from your sprite!

168
Programming / Borglike damage model
« on: March 15, 2013, 08:34:06 PM »
So, I've got this idea for an unusual damage model - when I mentioned it to someone, he said it reminded him of the Borg!

Basically the idea is, your health is a bitmask that starts with all 1's. Enemy attacks are also bitmasks, though they can have some random "noise" applied to them to make things interesting. When you are hit by an attack, you NOT the enemy attack's bitmask, then AND it with your health, to get your new health. When your health becomes all 0's, you die.

The reason this is "Borglike" is that without the random variance, after being hit with an attack once, you are immune to that attack, since those bits are already zero!

169
Programming / Re: how do you organize code, versions, projects etc?
« on: March 12, 2013, 06:16:06 PM »
Geez, guys, let's stop arguing about who's a better programmer or more egotistical or whatever! :P

As for version control, I personally prefer Mercurial. It's basically the same as Git, but somehow Git just rubs me the wrong way...

170
Programming / Re: who has implemented a hex grid?
« on: March 12, 2013, 06:06:39 PM »
Not in a roguelike, but in a few other games I've worked on, the hex grid is basically just a skewed square grid - the Y axis is up and down as normal, but the X axis goes off at a 60 degree angle to the right, instead of a 90 degree angle. (Sometimes we consider a third axis called "Z" which goes off at a 60 degree angle to the left, say, for purposes of computing bounding hexes, but strinctly speaking, any hex position can be described in terms of X and Y; Z is redundant.)

171
Dungeons of Dredmor has a ridiculous number of items and skills. It's a commercial game, but it's pretty cheap. Haven't gotten around to playing it much though...

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