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Messages - PaulBlay

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46
Other Announcements / Re: Project: Roguelike Renaissance
« on: May 31, 2009, 03:54:05 PM »
I had a glance through your list.

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[b]Advanced Rogue[/b] Yes CWhat's to do?

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[b]Caverns of Underkeep[/b] Yes Java 1.5The author is working on his next project, so may not be very interested.

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[b]dRogue[/b]         No C, SchemeI hope your Polish is good. ;-)

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[b]Elona[/b] Yes Hot Soup?, ?I believe this is closed source and being actively updated by its (Japanese) author.

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[b]Super Rogue[/b] No CHow many versions of Rogue do we need?

47
Other Announcements / Re: Project: Roguelike Renaissance
« on: May 31, 2009, 02:37:58 PM »
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It is kinda bizarre overall that the only 2 "teams" I can think of off the top of my head are The Dev Group for Nethack and the Stone Soup Devs.
Although it is not very bizzare that both those games are very* popular.

* In roguelike terms.

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It'll be a little while at least before I begin contacting anybody since as of this moment in time none of the skills are cultivated to the point of or approaching potency.

As one of those currently tinkering with roguelike code my personal opinion is that willingness to get stuck in is more important than skill level.  We can hope that the latter will improve with time, while the former tends to disappear if anything ;-)

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I'd encourage everybody to check the Roguebasin Database and the Roguelike Graveyard(since somehow the latter has listings the former does not..) on any of the names above that seem unfamiliar as the results may very well surprise you.

I think that some of the ones in the graveyard have no sourcecode available.  You may also find getting in touch with the authors difficult.

48
Other Announcements / Re: Project: Roguelike Renaissance
« on: May 31, 2009, 08:53:34 AM »
-(when possible) To literally put myself into the game in question in a certain capacity…
I'm not sure what you mean by that one.  Do you want a 'getter' player class or something?  :P

In general though there have always been a lot more stuff needing developing than developers have time and inclination to develop.  Even the biggest of the roguelikes (like Angband) have a bare few active developers.  I don't know of any *band variant that is being actively developed by more than one person.

I'll be interested in hearing of your progress.  Let us know when you've actually got replies from people on the list.  ;D

49
Programming / JBand development started (assistance welcome ;-)
« on: May 29, 2009, 07:28:11 AM »
The JBand (Japanese Angband) project is aimed at developing Unicode and Japanese language support for latest version of Angband (3.1.1).  As well as the Japanese users it should also be helpful for people developing Angband versions in other languages.

At present JBand compiles in C++ mode, and only in VC++ due to changes (ham-handed hacks) involved in supporting unicode text handling.  My policy is "worry about getting it to work first, worry about portability second".  That may not be a very sensible policy in the long run, but I'm a C/C++ novice so achieving the first half is likely to be hard enough.  ::)

There are much more details about current status, plans, and FAQs at the project wiki.

P.S. I just want to link Angband SVN here because it hardly ever turns up on Google searches.  :P

50
Traditional Roguelikes (Turn Based) / Re: Elona 1.16Final released
« on: May 19, 2009, 06:53:48 AM »
Unsure as to the big skinny on the changelog, somehow one reckons Google Translate might not be the best way.  Still, wrangles as it goes and I THINK this would then be the next stable version replacing 1.13 from awhile back.

It seems to go

1.16
1.16(final)
1.16(fix1)
1.16(fix2)

in that order.  So you might want to wait for English versions of fix 2.

51
Other Announcements / Re: Roguelikes that rose above expectations
« on: May 06, 2009, 05:43:32 PM »
It's also one of the few examples of C++ (OOP) roguelikes

There are 45 roguelikes written in C++ mentioned in RogueBasin.  That's 12% of the total number of games there.  I daresay C++ will gradually overtake C in new roguelike games / variants.

52
Other Announcements / Re: Nifty article on Rogue
« on: May 06, 2009, 05:22:08 AM »
Edit:  Oddest part?  S.C.O.U.R.G.E. gets name dropped and a footnote in the article yet Crawl Stone Soup is nowhere to be found. 

I think there is a bit of a bias towards graphic games (makes better magazine illustrations for a start ;-).  I tried S.C.O.U.R.G.E. for a while but a number of things about it put me off.

53
Thought i ask here, since there are a lot of people here who are smarter and more experienced than me.

One concept is to have a number of 'factions' that many monster types can belong to and store relations between those factions.   Civilized, Creature, Unnatural, Divine, Demonic, Warlike, etc.

Civilized (Human, Dwarf, Elf, Gnome) could start off neutral to Creature, allied to Divine and hostile to the rest.

Creature (Bat, Deer, etc.) could start off neutral to Civilized and Divine and Fearful of the others.

and so on.

You can allow individual monsters to be pissed off (e.g. PC deliberately hits friendlies) and eventually cause relations to break down between factions.

Obviously implementation would take a bit of thought.

54
Traditional Roguelikes (Turn Based) / Re: Elona 1.14fix3 released
« on: April 29, 2009, 07:39:37 PM »
The game is merry madness, enough so that you barely realize that its basis - dungeon crawling - could use serious work.

The obsession with "brotherly love" gets a bit Ewww at times though. :o

55
Traditional Roguelikes (Turn Based) / Re: Prospector 0.1.5
« on: April 29, 2009, 01:20:18 AM »
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+ Fixed a typo, here and ther

Nice sense of humour ther. ;-)

56
Traditional Roguelikes (Turn Based) / Re: Agduria
« on: April 28, 2009, 12:16:47 PM »
I thought anyone can do that, not just the author of the game project.

Yes, anybody can put stuff in.  However strictly speaking you can only copy text verbatim from another page (e.g. the game's home page) if you are the author or have explicit permission from him. 

Also I have basically added going on for 100 games to RogueBasin so I don't exactly spend all day on any particular one. 

57
Traditional Roguelikes (Turn Based) / Re: Agduria
« on: April 26, 2009, 07:15:58 PM »
Er, somebody did.  i.e. me, a month ago.

It's empty.

Then put something in it, that's how wiki's work.

58
Traditional Roguelikes (Turn Based) / Re: Agduria
« on: April 25, 2009, 11:29:11 AM »
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I really wish someone would put Teemu in RB, it's a complete game anyway. Maybe it's not enough roguelike? I don't know. I don't care.

Er, somebody did.  i.e. me, a month ago.

http://roguebasin.roguelikedevelopment.org/index.php?title=Teemu

59
Traditional Roguelikes (Turn Based) / Re: Agduria
« on: April 24, 2009, 04:04:10 PM »
Latest version:
http://koti.mbnet.fi/paulkp/agduria/index.htm

It has now a small gui and you can actually run it.

What is the "known roguelike's game world" that it is transforming?

P.S. I put up a stub page at RogueBasin, feel free to correct / complete if you wish.

http://roguebasin.roguelikedevelopment.org/index.php?title=Agduria

60
Traditional Roguelikes (Turn Based) / Re: Yipe! Series exists.
« on: April 21, 2009, 04:09:22 PM »
http://www.yipesoftware.com/news.htm

Seems to be 3 Roguelike'ish things afoot, latest of which the most feature packed.  Anybody have any prior experience with this?  Seems to be Mac rooted...

I played around with them.  Not bad, but didn't convince me to pay out for the full version (to be fair I'm completely broke  ::) ).

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