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Messages - King Ink

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Classic Roguelikes / Re: Found a Playable Version of Omega
« on: September 28, 2013, 05:38:07 PM »
fixed it.

Programming / Re: Dijkstra Map
« on: September 28, 2013, 05:33:04 PM »
my problem (and this only because I come from academic agent-based modeling)
is that the use of a Dijkstra assumes that the agent has a complete map of the area and the instantaneous skill to calculate shortest distances (IRL a hard task).

a critter is more likely to use a "primitive" or heuristic strategies.
for example dogs rarely use an open gate that is farther away from its target but instead stare blankly through the chain-link.
perhaps a personal Dijkstra mini-map of the square 3 steps or less away?
a 7 X 7 matrix generated for each critter or if they have directionality a 7 x 3.

this way they would zip around trees and rocks but not have total landscape mastery. 

Classic Roguelikes / Found a Playable Version of Omega
« on: September 28, 2013, 05:10:39 PM »
If it is not a major rogue-like then  you all suck.  ;)
 here it is
by far my favorite rogue-style game.

+multiple winning scenarios.
+buckets of lizard parts.
+a completely obtuse inventory system.
+a play yourself mode.
+multiple concurrent professions.
+10 ring-fingers so 10 rings.
+make adom look friendly

now with tiles (you know for wusses  ;) )

Traditional Roguelikes (Turn-based) / Re: Omega
« on: September 28, 2013, 04:20:01 PM »
This may be my favorite Rogue-style game.

my advice is to get into the thieves guild and carefully explore the sewer(under the maze). coming back to sell your stuff.
working up to robing houses.
finding the house of the eclipse is also a must.
when you feel strong enough take on the arena.
after you have victoriaix things are smooth sailing

while I have never reached the total win I have become the head of the thieves guild, the champion of the arena  and the high priest of hecate in the same game.
also killed the dragon.

I do not have a working version of it  :-[ does anyone have a build that works on modern windows?

Programming / Re: Dijkstra Map
« on: September 28, 2013, 03:28:23 PM »
Dijkstra mapping is a fantastic way to "solve" the rogue-style game (as beautifully exhibited in Brogue) but does it make sense in a simulationist context?

Real animals get trapped in box canyons (ask a hunter.)

efficiency in pathing  (or much clean maximization at all) does not seem to happen in the real world.

does anyone have any experience  Dijkstra + noise or heuristic solutions to the pathing issue?

p.s. I am about 3 inches away from implementing Dijkstra pathing to goblin men.

I have talked Richard There to do the sound Track so that is exciting

Programming / Re: dialect in the textbox
« on: September 19, 2013, 03:02:52 PM »
cockney goblins? (although I just looked up pony, is 25)

right right I see this could be trouble.

Early Dev / Re: Making a Cyberpunk Roguelike
« on: September 19, 2013, 02:31:26 PM »
+1 organ donation as a resource mechanic.  :-)

Shadowrun had a system of 'essence'. Each cyber implant lowered your essence, and your essence score was equal to your sanity or whatever. So lots of wetware made you crazy.

this explains my grandmother

Programming / Re: dialect in the textbox
« on: September 19, 2013, 01:57:47 PM »
Looking forward to more Anchorites music :)

you are prolly the only one I am trying to get richard there to do the sound track to Goblin Men. If he does not you may hear some more Anchorites.

Programming / dialect in the textbox
« on: September 18, 2013, 08:39:24 PM »
in most rogue-likes the text crawl is in proper English(or something attempting to be that.

would it be annoying to have it in in-game dialect?

example my game goblintown.

"the troll hits you in the head for  20 hp" <-rpg english
"Da troll conks yer noggin fer a pony" <-goblin dialect

thoughts, feelings, requests to shut up?

Player's Plaza / Re: Your choice of rogueliking soundtrack
« on: September 18, 2013, 02:34:10 PM »
ole-timey for ascii games.
sometimes wax cylinder recordings

New working version, You can kill stuff and die, learn magic and die. throw fruit at stuff, learn skills, die.

gotta study for the actuary exams will prolly update once a week as it is mostly world making from here on out.

Early Dev / Re: Making a Cyberpunk Roguelike
« on: September 17, 2013, 06:52:04 PM »
What about unicode?
Green on black.

A new beta should come out tonight.
(just gotta solve the problem of hitting one monster making an unrelated monster angry.

Early Dev / Re: TempRL
« on: September 13, 2013, 09:19:35 PM »
Gorgeous who needs ascii?


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