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### Messages - Darren Grey

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1036
##### Programming / Re: How to make sure every tile connects.
« on: April 11, 2009, 02:52:29 PM »
I must say I much prefer the simplicity of the traditional floodfill algorithm.  It is likely faster too (since you tend to use boolean checks rather than integer calculations).  The process:

Step 1: Choose an initial passable tile to work with - say the down stairs, or a random floor tile.
Step 2: Mark square as "connected" (a specific boolean flag for this purpose).
Step 3. For every square surrounding the last square, IF it's a passable tile AND IF it's not already marked as connected THEN repeat step 2.
(conditions are important to make sure the recursion eventually stops)

That's all there is to it - simple, elegant and quick.  If you want all of your dungeons to have no diagonal connections (so you can always use the arrow keys to move) then have step 3 only check the squares in the 4 cardinal directions instead of all 8 adjacent squares.

1037
##### Other Announcements / Re: The 2009 7DRL Challenge has begun!
« on: March 22, 2009, 10:20:07 PM »
Played it, and eventually got stuck on an unpassable level (stairs were on a ledge at the top that couldn't be reached).  Can't say it was an overall pleasant experience, but the gravity/jumping mechanic was interesting.  Do you plan on doing further work on this?

1038
##### Programming / Re: whats a good number to test map generation?
« on: March 20, 2009, 10:56:49 AM »
I suppose a dungeon needs certain basic things:

1. All areas connected.
2. All edge squares are impassable/walls.
3. "Looks nice" (a little hard to define, but basically the map comes out the style you're after).
4. Loops in the dungeon (important for gameplay).

I'd say 100 tests would be good enough for the more qualitative 3 and 4, but you want 1 and 2 to be really hardcoded to never fail.  In some games other stuff like ensuring chokepoints and min distance between stairs might be important too.

1039
##### Programming / Re: whats a good number to test map generation?
« on: March 20, 2009, 07:28:02 AM »
Or better yet use a floodfill procedure to ensure that the map is fully connected.

1040
##### Temple of the Roguelike / Re: Send your banners!
« on: March 20, 2009, 05:25:50 AM »
I've added the square banner to the links in my devblog.  Would be most gratified if you could add the following banner to your rotating whatsit:

1041
##### Other Announcements / Re: The 2009 7DRL Challenge has begun!
« on: March 17, 2009, 04:06:55 PM »
Cheers for doing the medal, Slash - looks the coolest of any year yet IMO!

1042
##### Other Announcements / Re: The 2009 7DRL Challenge has begun!
« on: March 17, 2009, 05:09:08 AM »
Well, I've updated RogueBasin with all of these details.  Check out here and here.  If your title is in there then please check it out to make sure the links and info are correct, and you are encouraged to add an article for your 7drl if you haven't done so already.

1043
##### Other Announcements / Re: The 2009 7DRL Challenge has begun!
« on: March 17, 2009, 02:26:02 AM »
Cheers for the corrections - updated the post.  Not likely to see any more updates now I imagine; everything awaiting information is almost certainly a fail.

1044
##### Other Announcements / Re: The 2009 7DRL Challenge has begun!
« on: March 15, 2009, 11:37:42 PM »
Sorry deej, must have gotten 2 titles mixed up.  Means there was actually 45 entrants!  Updated the listing (which I suppose I'll port to RogueBasin shortly).  24 winners, 9 losers, and still awaiting to hear from 12.  This year really has been an astoundingly successful competition

1045
##### Other Announcements / Re: The 2009 7DRL Challenge has begun!
« on: March 15, 2009, 12:55:38 AM »
I've tried to keep this post updated release information and so on.  17 successes reported so far!  Waiting to hear on another 24...  We'll likely have more successes this year than we've had entrants in any previous year!

I never had the time to finish mine unfortunately, but hopefully I'll complete as a normal RL some day.

1046
##### Other Announcements / Re: The 2009 7DRL Challenge has begun!
« on: March 11, 2009, 02:56:13 AM »
Woohoo, 42 is a great number    And we've already had our first victory, idontexist's "The True God".  Get the windows exec here:

1047
##### Other Announcements / Re: The 2009 7DRL Challenge has begun!
« on: March 09, 2009, 02:46:41 PM »
I've updated the post to include the two new entrants, and to separate the "out of challenge" 7DRLs into a separate section (and including stu's Tomb of Rawdin).

1048
##### Other Announcements / Re: The 2009 7DRL Challenge has begun!
« on: March 09, 2009, 04:52:27 AM »
Could be an idea to keep a comprehensive list here:
(Last Updated 17th March 01:05 GMT)

Successes (25):

Noble Attempts (ie Failures - 11 announced so far):

MultiRL (RGRD) by Nathan Stoddard
Robot Rebellion (RGRD) by Emile
The Lion King (RGRD | Blog) by Darren Grey
Unnamed attempt (RGRD | Blog) by Sherm Pendley
Unnamed attempt (RGRD) by Christopher Charles
When Zombies Attack! (Blog) by David A
A Roguelike (RGRD) by h.j.l.jones
Quarterlight (RGRD) by Phil O'Neill
Nidhoggr (RGRD) by Michal Bielinski
GrimRL (RGRD) by Nik Coughlin
DukeRL (RGRD) by corremn

Awaiting Information (9):

AbstractRL (RGRD) by jimmy aberg
Fl@shpoint (RGRD) by edwardoka
Murder in Moscow (RGRD | Blog) by Mike Judge
Environmental Energies (RGRD) by Gamer_2k4
Hydrosphere (RGRD) by HexDecimal
Planets of Elderlore (RGRD) by Altefact
Catacombs of the Soulthief (RGRD) by Derrick Creamer
Tales of Ezcyria (RGRD | Blog) by Stein
Flying @ (RGRD | Blog) by konjin_

Total 45 entrants.

Out of Challenge 7DRLs (4):

Muert: Tribes: I Am Your Brother: Islands Adventure (RGRD | Blog) by pol (started 12th March)

1049
##### Other Announcements / Re: The 2009 7DRL Challenge has begun!
« on: March 07, 2009, 11:59:33 PM »
Updates on my 7DRL "The Lion King" will be here:

http://gruesomegames.com/blog

1050
##### Programming / Re: Roguelike Game Engines or Developer Wanted.
« on: March 03, 2009, 07:05:50 PM »
It's not so hard.  I picked programming up from scratch last September, and got a basic game out in January, in spite of having very little time to learn or do work on it.  And I started from absolute scratch, inventing my own line-drawing algorithms and so on (because I was too dumb to read other peoples code).

Yeah, but you're smarter than I am, Darren.

I find that hard to believe    Honestly, I think if I can make a game then almost anyone can.  Takes a bit of work and patience, but approaching it with the thought of "I could never do something that hard" will get you nowhere.

Quote
This is more great stuff. I was looking at Free Pascal earlier today and there seemed to be a lot of resources out there to support new learners. I noted there was something that Christian Knudsen of AsciiSector used called "SDL" that apparently makes the games easier to code as well. (But I haven't got a clue what that is.)

I would like to proffer the game cross platform. Does Free Pascal require anything special to compile software for multiple operating systems?

Free Pascal is pretty much 100% portable.  There are certain libraries that only work on certain platforms, but they're generally clearly marked and are usually not the best ones to use in my experience.  The Free Pascal Compiler is available on all systems and will compile any FP code on any system.  I was actually shocked when my first release of Gruesome, developed only on a Windows platform, turned out to compile without any problems on Linux and Mac.

SDL just seems to be an interface library.  Seems a little over the top for a roguelike project - ncurses works great for ASCII, and Pascal has its own extremely easy to use crt interface library (a bit slower than ncurses, but it's so incredibly simple to learn).  If after you get used to these you want to expand into graphics or music then you can use SDL or the Valkyrie Library (created by the guy who wrote DoomRL and a few other awesome Pascal roguelikes).

Quote
In speaking of starting small, I think the easiest way to start out would be to code a single character class (fighter comes to mind) a single monster type (kobold or orcs or something) and a basic randomized dungeon with a single type of treasure. Once this is stable other aspects can be added on a piecemeal basis.

A most excellent thought.  In general after you have a simple fighter wandering around killing simple monsters you'll have new ideas about where you want to go with your whole project, and it may lead to a complete redesign.  Most developers build up in layers, adding further complexity and options as they go on, whilst also changing and improving what's already there.  You learn a lot from each step, and each step after tends to become easier.  It also helps to have simple playable versions as you go on so you can show them to others and get feedback - even the most basic of releases can teach you a lot.

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