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Messages - Anvilfolk

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Indeed, those are very neat ideas, I'd love to see that explored a bit further!

Programming / Re: Races and roles
« on: July 23, 2013, 06:43:31 PM »
Races do give a lot of the fantasy feel to a game - although I am personally more partial to a more nearly realistic or historical theme, which the system you are describing represents better. Still I find it harder to believe that "everyone from Kingdom X is better at archery from birth"... which is kind of what you are saying when certain skills level up faster for people from Kingdom X. Races give a slightly more realistic feel.

Though honestly it makes little to no difference ;)

Traditional Roguelikes (Turn Based) / Re: PonyRL [beta] announced
« on: July 22, 2013, 10:11:36 PM »
Sorry, I didn't actually end up playing that much :-[

I just tried it once or twice, though I can give you a couple of feelings I got from playing it.
- You really should implement pathfinding - right now it's easier to use the keyboard/numpad to move around, but then to understand what's going to happen during a fight it's easier to use the mouse. Switching between the two makes for a very awkward experience. Something like DesktopDungeons' system where you can click and go anywhere seems a lot better.
- If you are going to use the mouse, a larger interface would be a big help. It's kind of a chore to point to all the tiny little characters and figure out what's happening :)

Traditional Roguelikes (Turn Based) / Re: PonyRL [beta] announced
« on: July 22, 2013, 08:04:21 PM »
I guess having some Desktop Dungeons experience help. Some monsters are just too strong. This is more of  a puzzle game... keep exploring to find lower level monsters that you can take on. Eventually you level up and can tackle larger monsters. You also get health every time you explore an unexplored tile. If you mouseover an enemy it will tell you what happens if you attack it!

Programming / Re: Races and roles
« on: July 20, 2013, 10:01:00 PM »
I really liked IVAN's system. You're just a guy, and you get better at what you use. This goes from combat types (swords, maces, spears, etc) to specific weapons you've used for a while, and other skills too.

That said, I don't see anything wrong with having races being better at certain things than others. I'll agree with everyone else on classes though: they are mostly useless. They should be, at most, a preliminary startup skillset.

In the limit, races could also be randomly generated - I've seen a few interesting proposals in this forum :)

Programming / Re: Screenies of my cave generating algorythm
« on: July 20, 2013, 09:55:14 PM »
Sorry, I've been in a naval mood lately, and was interpreting caves as islands ;)

Programming / Re: Screenies of my cave generating algorythm
« on: July 19, 2013, 07:42:08 PM »
Neato! I really like the look of the cavern! The islands are similar to other implementation I've seen of terrain :)

Yeah, although in principle it's interesting to have more flavour using text, I feel Darren Grey is absolutely right. I find myself doing that with FTL, and it does get repetitive eventually.

There's no reason why you cannot attach short descriptions à la Dwarf Fortress to the location you are exploring though. Make up a list of attributes and generate terrain and play sounds based on those attributes. For example, watery or damp caves might have the sound of falling waterdrops, a waterfall or river might play the sound of running water, a big monster might growl, lots of vegetation would rustle, and echoing might be possible to implement.

Also, Dungeon Crawl has the auto-explore option. It's a bliss, even if it's fairly suboptimal, as you walk a lot more, and lack of food might become an issue.

Other Announcements / Re: Reviving the Roguelike Magazine
« on: July 15, 2013, 01:39:01 AM »
Is there anything wrong with having an on-going submissions process, and whenever there's enough stuff, you pack it up into magazine format and start anew?

Programming / Re: Rendering question
« on: July 14, 2013, 05:20:37 PM »
Just pick something that supports hardware acceleration. All 3d games redraw the entire screen every single frame, so graphics cards are used to it - and we're talking millions of triangles. I'm pretty sure you won't quite get there with roguelikes :)

Krice: Perhaps check out SFML instead of SDL. It supports windowed hardware acceleration, and is also a little more high level and easy to use.

Overall, make sure you're working with the right tools and libraries, and it shouldn't be a problem!

Programming / Re: Releasing partly obfuscated code
« on: July 12, 2013, 02:23:20 PM »
That actually sounds like a pretty decent idea. Forcing yourself to think about how everything is going to work before implementing. I tend to do that by using XML files that define a lot of data - but I've found myself changing stuff a TON due to implementation details once I start coding the game, so that might be a caveat.

Programming / Re: Number of turns per day.
« on: July 11, 2013, 05:28:25 PM »
It absolutely depends on the scale of what you're doing too. It seemed like you might be walking on a much more macro scale than most roguelikes, which means walking from one place to the other might be up to an hour. Most roguelikes on a more microscale would take maybe 10s to go from one tile to another.

Either way, get a decent turn/time ratio, and then you can convert from one to the other. You can simply update the time representation in hh:mm:ss whenever enough turns have passed to reach the next second :) And of course, you can make this as macro or micro as you want. Perhaps you'd only have "Hour hh of dd/mm/yyyy" :)

Of course, then it's important to have a system where you don't have to iterate turns one by one, but can simply skip to the next "activation" of any entity on the map.

Early Dev / Re: Forbidden Depths - A 3D first person roguelike
« on: July 11, 2013, 05:24:58 PM »
None of the links work :(

Programming / Re: Number of turns per day.
« on: July 11, 2013, 02:07:10 PM »
You can actually make 1s = 1turn or even 10 turns = 1s, and just have most actions take turns. That's definitely the way I'm going to organise my game.

For instance, walking across a square is 100 turns for the player. Perhaps a faster monster actually takes 90 turns. Perhaps walking across rough terrain has a multiplier or 1.25, which means the player takes 125 turns, and monsters take 113 (rounded up). Then you just need to have monsters "activate", move, and activate again after the amount of turns their action took are up. Probably using a priority queue of sorts.

It always seemed to me to be a fairly flexible system.

Or speedMultiplier, travelMultiplier, or something like that :)

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