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Messages - rdc

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Programming / Re: Inventory
« on: September 15, 2009, 12:47:46 PM »
You know I am sick of your ignorant bullshit Krice. All you seem to do is to put other people down and inflate your own questionable skills. The truth is, you don't know what the fuck you are talking about. Try learning some skills before you make bullshit comments that make you look even more like an asshole.

Don't bother replying. I am done with this place.

Programming / Re: Inventory
« on: September 14, 2009, 09:52:18 PM »
Yet another option: don't use classes at all, use a set of structs for each item type, and a super-struct that contains a simple id flag, and a union of each struct type. The amount of memory you take up in the union will be the amount the of the largest struct.

Off-topic (Locked) / Re: Steps to create your own Roguelike
« on: August 11, 2009, 09:12:48 PM »
You can find info on the Valkyrie lib here. There are some tutorials on the Documentation page. There is a forum as well that will probably be helpful.

I am going to look at this myself since I do quite a bit of FreePascal coding.

Don't worry about your english skills. If I can figure out what you are writing, then anyone can. (I'm from Texas, USA, so no one understand me either. :) )

Off-topic (Locked) / Re: Steps to create your own Roguelike
« on: August 07, 2009, 10:52:51 PM »
Spasibo! (Thanks!).

I hope they help. I also learned a new word. :)

Off-topic (Locked) / Re: Steps to create your own Roguelike
« on: August 06, 2009, 02:18:03 PM »
You get get the D20 rules here. Gurps lite is here. There is also a plethora of free rule sets here.

Off-topic (Locked) / Re: Steps to create your own Roguelike
« on: August 03, 2009, 09:37:30 PM »
You should have a look at RogueBasin. It has a lot of info that address your list of info.

My suggestion is that if you know Pascal, you should start with that to get the basics down on creating a project. There are several Pascal-based roguelikes. That way you don't need to learn a language and try to design a game at the same time. You can always move on to C or C++ (or whatever) later once you get a good idea on the process.

Have you looked at FreePascal? It is an excellent Pascal compiler; I use it quite a bit. There is also a GUI version, Lazarus if you want to go that route.

Programming / Re: Artificial intelligence
« on: July 15, 2009, 01:24:28 PM »
Just another thought on this. I go by the philosophy that if the player can't see it doesn't exist. What I mean is that you may have a very sophisticated system, but if all the player sees is a monster roaming around, moving toward the player or running away, then is your sophisticated system any better than a more simple system that exhibits the same behavior?

The player can't see inside the program as it is running, all they know is what they see. For a programmer it is cool to have all these threshold values, fuzzy logic, decision trees, etc., but in the end it is all about the playing experience and what the player can see and do.

That is why I am not one of these people that get caught up in all the nuances of FOV for example. It is fun as a programmer to discuss and explore these things, but the real differences between raycasting-permissive-digital (et. all) are nits and picks really, and are not that noticeable in the actual game play. Even the so-called problems of symmetric FOV for example, which seems to be a point of many of the discussions, is an issue that most players never notice or worry about. It seems the programmers are more worried about it than anybody else. :)

Getting back to ai, I read an article once about game ai in commercial games and I wish I could remember where I saw it since it was quite interesting, because the focus was about this subject: game ai. In the article the programmer said, we don't have to create smart actors, just make them look like it. That really stuck with me. The point was that appearance is everything in a game, and why spend a lot of time building something complex (where time really is money) that looks no different than something simple.

Programming / Re: Artificial intelligence
« on: July 15, 2009, 12:48:20 AM »
I took a behavior based approach that worked well and was simple to implement. Each monster had a set of behaviors and would proceed based on the current state:

1) Look for player character.
2) If not seen listen for pc.
3) If not heard then move to last seen location or roam.

Now if the monster sees the pc:

4) Move toward pc while in sight; remember last location.
5) If pc moves out of sight, move toward last seen location, goto 1.

Each monster had a preferred distance to the pc and other monsters depending on what type of main attack it had. A monster that had multiple attacks would first pick the most effective based on results but would switch to another attack if needed or the range prohibited an attack, for example, if it was cornered.

Each monster also had an aggression factor that would come into play depending on how much damage it was taking. If the damage exceeded the aggression factor, the monster would attempt to flee.

Fairly simple but effective.

Off-topic (Locked) / Re: Future of RogueBasin
« on: July 01, 2009, 12:20:06 PM »
I use Wikidot for my wiki and I am quite pleased with the system. You can go with either a free site or a pay site. I use the free site and haven't had any problems.

The question though is the content rights on Roguebasin. If it is moved to another site and is challenged, it may be a problem.

Programming / Re: Good ways to do LoS
« on: June 28, 2009, 10:29:30 AM »
I personally just use a simple ray caster with a post processing step. Here is an example of the results. In the pic the zombies block line of sight (the gray areas are seen tiles) which make corridor fighting a bit more interesting imo. The advantage is that is is quite fast and I don't really see the need to use the more esoteric models.

Programming / Re: Room connection problem
« on: June 01, 2009, 01:04:25 PM »
I use a pick list for connecting rooms. I place all the rooms into a list. I then select a start room and an end room and connect the rooms. The first room is marked connected. The second room picked above becomes the first room and I select another room. I go through the list until all rooms are connected.

When drawing a corridor from the start room to the end room and I encounter another room, I end the drawing and mark the start room connected. This doesn't leave orphans since either the target room is already connected, or will be connected when iterating through the list. You could also just continue until you reach the target room.

I found this to be the easiest method and it guarantees each room is connected to another room.

Programming / Re: Sword of Light
« on: May 17, 2009, 05:39:53 PM »
You might need to do a refresh on the page. The new pic is named the same as the old pic so that the links would work.

Programming / Re: Sword of Light
« on: May 16, 2009, 03:33:55 PM »
I really wasn't happy with the runes I was using which were based on the old Germanic and Anglo Saxon runes, so I developed my own runes set. I wanted something a little more stylistic.;init:.png

Programming / Re: Sword of Light
« on: May 16, 2009, 12:32:55 PM »
It is just a simple substitution. The alphabet is a combination of various runes from various periods. I copied the characters from this font

to bitmaps which I then ran through a program I wrote that dumps the color data to an array which I included in my program. I thought having real runes would be a nice touch, but after thinking about it, I think I may create my own runes rather than using these. These look a little too primitive and I think I want something a little more stylistic.

I should add that the runes will be used to advance the back story of the game and for things like scrolls and various messages relating to the overall theme of the game. The character will be able to learn to read the runes, so that they will be translated when needed. I like the idea of having runes to help create some atmosphere for the game.

Programming / Re: Sword of Light
« on: May 16, 2009, 02:09:00 AM »
I added an example of the in-game runic messages.;init:.png

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