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Messages - Slash

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1111
Programming / Re: Labyrinth generation
« on: May 23, 2007, 09:47:57 PM »
I also forgot to add ZeldaRL, which uses the most complex cellular automata of all them; it isn't used for labyrinths or caves but rather for the overworld... ending up in something like this: (although this one is a bit outdated)


1112
Off-topic (Locked) / Re: CRPG's
« on: May 22, 2007, 10:28:01 PM »
Yeah, less English, more C/C++/Java whatever strikes you fancy ;)

1113
Off-topic (Locked) / Re: CRPG's
« on: May 22, 2007, 09:35:24 PM »
I tried (hard) finding that post on Bloggin Ultima, but no luck... what did I say? :P

I am definitively into "demakes" but a unified Ultima engine in which all the series can be revived has been a dream for a long time. I heard about Project Britannia, which may make this posible in one of these super cool ultra 3D advanced engines (NwN? Morrowind?), I would rather make them all in a retro engine ;)

And yes, Ultima I sucks, Akalabeth is worse, Mt. Drash is straight out crap, but they are definitively roguelikes :)

No, I dont know about the DragonQuest blog... but then, I am not a big fan of the series (only played them after all the Final Fantasy games were over, in my search for equivalent games :) )

1114
Programming / Re: Labyrinth generation
« on: May 22, 2007, 04:56:24 PM »
You can try cellular automata algorithm (never seen this one put to good use).
What??? CvRL and Drash use cellular automata :D

Maybe their maps arent that good :)

1115
Off-topic (Locked) / Re: CRPG's
« on: May 22, 2007, 01:34:56 PM »
1. flat world == Ultima VI onward, IV and V still had an overworld with exploding town maps (but I guess you already knew), but yes, I am still debating whether or not use an overworld (the hard part been not making wilderness feel empty and boring while keeping the world "big" enough.)

2. right, and baking bread :)

I am also deciding about a new project: A remake of Ultima VIII using a modified version of my Drash engine; the idea is to use the original plot and all items, etc of the game, but in an old-fashioned engine (I cant express how much I hate the Pagan engine)

Speaking of which... Ultima I IS a roguelike :D

1116
Off-topic (Locked) / Re: CRPG's
« on: May 22, 2007, 03:47:54 AM »
Well, not really "developing" yet... but my next "roguelike" will have some CRPG elements... I am talking about old Ultima IV/V style here ;)

1117
Other Announcements / Re: lack of multiplayer roguelikes.
« on: May 21, 2007, 11:30:29 PM »
A multiplayer roguelike would be interesting, altough I am almost sure it would be quickly shunned as a mediocre MMORPG by mainstream gamers, which may not be so relevant for us roguelikers ;)

An alternative to real-time interaction would be indirect interactions between players, so their worlds are connected; for example, they may share worlds, or bone files (this already happens in akrasiac IIRC?)

Also, sometime ago the idea of "Surreal Time" rose, in which players have a "your turn, my turn" schema only when they are near each other an in a "direct interaction" mode; else the game is what you may call "real time"

1118
Temple of the Roguelike / Re: competitions
« on: May 18, 2007, 04:46:39 AM »
Is anybody willing to propose another competition? just so it doesnt feel like the whole idea is to promote Drash (which it is not)... (Also, I want to participate :))

1119
Down to level 23, you can read some insights at the website forums

1120
Other Announcements / Re: GenRoguelikes in development
« on: May 17, 2007, 08:08:23 PM »
Why not keep the "chaos value" as an "roughness" option for the player to choose when generating the world? (keeping it in a handable range so your generation is not screwed)

1121
Early Dev / Re: CastleVaniaRL
« on: May 17, 2007, 02:08:34 PM »
Yes, it is a bit troublesome to control volume in Java (I tried to implement that RFE for 1.26ptIII), but definitively needed. I will look forward to do this.

1122
Temple of the Roguelike / Re: competitions
« on: May 17, 2007, 02:07:15 PM »
That's a pretty nice idea, I already put one competition over the "Running Roguelikes" board (DrashRL) :)

1123
Hello people!

Mount Drash RL is a quick paced roguelike game in which both your long term strategy and your tactical skills are needed to win. There are no character classes; you shape your character through the game. It includes combat maneuvers for fighters and powerful spells for magic-types.

Some months ago, Blade won the Magus Challenge, and became the master magus inside the game for the next version; also, Valkeera proved the impossibility of the Avenger challenge via hard-core savescumming.

Another challenge has been issued!

Battle your way to the Chimera and destroy it using a fighter-typed character! You gain one point for each Combat Maneuver and lose one for each "stat" or magic advancement you pick.

Read the manual within the distribution for further info about the game.

Screenshots here: http://www.santiagoz.com/web/page.php?11

You can download DrashRL 0.32 from http://www.santiagoz.com/web/download.php?list.4

The winner gets an in-game surprise for next release!

Hope to see your challengers!

1124
Early Dev / Re: CastleVaniaRL
« on: May 17, 2007, 02:46:11 AM »
Yeah, you need to be a playtester to download the Test Versions...

... here you go, you are a playtester now ;)

1125
Early Dev / Re: Tower
« on: May 16, 2007, 01:39:29 PM »
Screenshots look sweet, java web start is cool, havent had the chance to check it out, but will do soon :)

Thanks for letting me know

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