Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Aukustus

Pages: 1 ... 28 29 [30]
436
Design / Class restrictions
« on: January 13, 2014, 03:53:44 PM »
What are your opinions on class restrictions? I mean like should sorcerer be able to use two-handed sword and plate mail or fighter be able to cast spells?

I'm designing three classes, fighter, rogue and sorcerer in my project and I'm not sure about how I would decide restrictions. My main influences are Diablo 1 and AD&D games and those two handle class restrictions opposite ways. I have strength, dexterity and intelligence as attributes. Strength adds 1 point to melee damage, dexterity adds 1 point to ranged damage and intelligence adds 1 point to spell damage.

I have three scenarios in my mind regarding class restrictions and their pros and cons:

1. No restrictions: Spells, armors and weapons are free for all. Spell casting classes would have more mana.

-Pros: More playing styles for classes
-Cons: For example fighter would be imbalanced while specialised in melee and laying destruction from far away with spells and then killing everything in melee that survived.

2. Some restrictions: Weapons, spells and armors have attribute requirements

-Pros: Same as 1. but more balanced, fighter specialising in intelligence would be less good in melee because of the missing points in strength.
-Cons: None came to mind.

3. Full restrictions: Fighter can use all weapons and armors, no spells. Rogue unable to use heaviest armors and weapons, no spells. Sorcerer unable to wear armor and weapons other than staff, all spells.

-Pros: makes each class wholly unique.
-Cons: less diverse playing styles for classes.



437
Hello everybody!

I'm a 23-year-old third year IT engineer student from Finland focusing on health informatics. I dreamed about developing my own roguelike but I was pretty much stuck with the C# that my university teaches. Then last July I found the Python tutorial in RogueBasin which looked easy even though I couldn't write a single line in Python. I started developing my own roguelike, The Temple of Torment, in last August. It helped quite a lot that I can program in C#.

I love fps, rpg and rts games on computer. Some rpgs that I like are Diablo 1-3, Baldur's Gate 1-2 and Planescape: Torment. It's clear that my roguelike is influenced a lot by those games.

438
Early Dev / The Temple of Torment
« on: January 06, 2014, 08:51:21 PM »
Beta 13 is uploaded here: http://www.thetempleoftorment.net/

I've been programming a roguelike for 5 months now with Python and libtcod and I decided to make a thread about it here also.

The Temple of Torment is a Diablo-esque roguelike with quests having good and evil choices. The character classes are fighter, rogue and sorcerer. The game is now about half-way done with now only sorcerer being not designed. About 80% of the dungeon is designed. Levels are done until abyss levels.

The game is sectioned into five parts: The temple, the catacombs, the caverns, the ruins and the abyss with each section having unique tileset and monster set. The temple contains demons, the catacombs contain undead, the caverns contain animals and demons, the ruins contain human cultists and the abyss having demons.

There are also two game modes: standard and hardcore, only difference being that hardcore overwrites the save on death, so this is the basic roguelike perma-death. Standard allows to load last save before death. At the moment pressing esc does not save game, so pressing continue in the main menu after pressing esc continues at last save, not from the moment the menu was entered. This will be fixed in later version.

Complete feature list can be found on website.

Screenshots:
https://dl.dropboxusercontent.com/u/95372567/Combat.jpg
https://dl.dropboxusercontent.com/u/95372567/Dialogue.jpg
https://dl.dropboxusercontent.com/u/95372567/Marwal.jpg
https://dl.dropboxusercontent.com/u/95372567/Shop.jpg
https://dl.dropboxusercontent.com/u/95372567/Targeting.jpg
https://dl.dropboxusercontent.com/u/95372567/Inventory.jpg

439
Programming / Re: Maze algorithm in python libtcod rl
« on: September 13, 2013, 05:25:16 AM »
Thanks for your inputs. It does seem that basic maze algorithms are useless. I'll try out those suggestions. Diggers seem quite interesting.

440
Programming / Maze algorithm in python libtcod rl
« on: September 11, 2013, 07:14:07 PM »
I have used the python tutorial from roguebasin for some time for my project and now I'm wondering how to make a maze. Since the dungeon builder is designed on filling the map and then carving rooms and drawing lines from center to center and maze generators seem to be made for printing. Does anybody have an idea how to implement an algorithm such as this?

Example code from Rosetta Code:
Code: [Select]
from random import shuffle, randrange
 
def make_maze(w = 16, h = 8):
vis = [[0] * w + [1] for _ in range(h)] + [[1] * (w + 1)]
ver = [["|  "] * w + ['|'] for _ in range(h)] + [[]]
hor = [["+--"] * w + ['+'] for _ in range(h + 1)]
 
def walk(x, y):
vis[y][x] = 1
 
d = [(x - 1, y), (x, y + 1), (x + 1, y), (x, y - 1)]
shuffle(d)
for (xx, yy) in d:
if vis[yy][xx]: continue
if xx == x: hor[max(y, yy)][x] = "+  "
if yy == y: ver[y][max(x, xx)] = "   "
walk(xx, yy)
 
walk(randrange(w), randrange(h))
for (a, b) in zip(hor, ver):
print(''.join(a + ['\n'] + b))
 
make_maze()

My dungeon building algorithm is make_map() from http://roguebasin.roguelikedevelopment.org/index.php?title=Complete_Roguelike_Tutorial,_using_python%2Blibtcod,_part_13_code
Code: [Select]
1. Fill map with blocked tiles
2. Select random spot for first room and width and height
3. Carve room
4. Carve another
5. Join the rooms
6. Loop phases 2-5

I would like to be able to do the carving with using
Code: [Select]
            map[x][y].blocked = True
            map[x][y].block_sight = True

and
            map[x][y].blocked = False
            map[x][y].block_sight = False

Pages: 1 ... 28 29 [30]