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Messages - Tzan

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Early Dev / Re: The Brikverse
« on: August 06, 2016, 06:20:42 PM »
Even though I've been working on it for a long time, it was just sporadic between real work.
Right now its just a world editor not generator.
There is no character movement yet.
Its easy to add but then I would just need to delete it when I made the real system, so not yet.

A few months ago I did the Entity/Component/Message system.
This week I ripped out the old terrain type system to make it driven by text files like the ECM.

Soon I'll be ripping out the old Landscape element system (trees) and replacing it with the text file system.
So you can define a tree to use certain 3d models, colors, position offsets, rotations all from a text file.
Want a pink tree? Just add a new text file to the folder and change the color numbers.
Players can do it too.
You can add tags to the file definitions so they can be used in appropriate biomes.
Also Biome files.

Over the years I probably redid the actual terrain mesh system 3 times.
Not total redos but major modifications.

Once I fix the landscape system, I'll work on world gen.
I've been doing so much invisible core things it will be nice to see stuff on the screen for a change.

Then maybe character gen, a character is composed of many parts, arms , legs so it will need to be set up in a text file like the landscape stuff.

Yeah I like the moving thru time thing too.

Early Dev / Re: The Brikverse
« on: August 06, 2016, 04:19:02 PM »
You want some rougelike-y stuff?  OK

-Random world generation, default or player selected seed number, share seeds to play in identical world
-Turn based moves, movement que
-One primary character, with followers, if you follow the intent of the game, followers are mandatory, but you can just explore meet new people and kill them
-move on a grid
-traditional inventory system

If I make the version I'm planning on:
Death in combat is a respawn, with some time passing.
You can die from old age, which is permadeath, thats why time is important.
Although I will have a combat = permadeath option which will be noted with the final score.
I expect the game to be long so forced permadeath might be a bad idea.

Your goal is to conquer the universe, which will probably take many thousands of game years, so life extension tech is important.
What you spend your time on is important.

What I'm doing could also be called a tactics style game, I suppose.
XCOM is certainly tactics but not roguelike.
I like Divinity Original Sin for its combat and terrain effects
Mine might be a cross between pure RL and Tactics.

Later in the game you will move army units around at like a Civilization scale.
You always have a personal unit, man, tank, spaceship.

So its not pure RL, I could certainly do one that is and maybe thats a first step on the way to doing a full universe.
Maybe the title should be "No Man's RL"   :)

I wrote this last month, it could probably use some images to help explain.
I present this in the grand tradition of overreaching with a game design.  :)

Some concept art:
The gray cubes are just placeholders.
Its not randomly generated, its hand drawn for now.

Universe map on the Beige Carpet
Each cube is one galaxy, about 100 shown

A poorly drawn Spiral Bar galaxy
Each cube is one solar system

Ah, good color choices.

Off-topic (Locked) / Re: Thea: the awakening
« on: July 21, 2016, 11:44:58 PM »
I think he forgot that this is the Off Topic forum which is supposed to contain:

"Non-Roguelike stuff!"

Off-topic (Locked) / Off Topic Art
« on: July 21, 2016, 11:30:20 PM »

Off-topic (Locked) / Re: Thea: the awakening
« on: July 21, 2016, 07:12:43 PM »
Looks great, thanks for the heads up.

Early Dev / Re: Ultima Ratio Regum (v 0.7 released, 18th April!)
« on: July 05, 2016, 10:51:36 PM »
As for the bugs,

Seriously, I thought you were about to explain how you are going to name thousands of bugs (insects)  ;D

Programming / Re: Sewer generation
« on: July 03, 2016, 05:02:42 PM »
Are you representing vertical levels, water levels, water falls?
Do things need to float down stream?

If not, then you don't need sources and sinks.
Just make wide corridors as normal and make the middle tiles water.
If you do it the easy way have you accomplished 100% of what you want?

Early Dev / Re: The Brikverse
« on: June 29, 2016, 03:23:03 PM »
I fixed some bugs.
I dont know if anyone is really interested in this.
If you want the revised version, just let me know.

I expect it will change a little more in the future.

Early Dev / Re: The Brikverse
« on: June 23, 2016, 10:08:07 PM »
Here it is:

You load the templates by calling

Create a new Entity, send it a template name
Entity entity = EntityManager.CreateEntity("MoneyBox");

Send an event to the money box to get how much money it contains
Code: [Select]
DAB_Event e = new DAB_Event("AvailableFunds", false, "value", 0L);
    System.Object val;

    if (entity.DoEvent(e))  // returned true
      e.parameters.TryGetValue("value", out val);

      Debug.Log("Event returned Value  : "+  entity.templateName + "  Available Funds are:   " + val + " FU");


So like I said before this is really just to show a "way of doing it", not something that you can just drop in and poof it works for you.
You are allowed to fold, spindle and mutilate the code at will.

I'm not a professional programmer, so I'm sure I've done some foolish things in there, feel free to let me know the better way.

If you dont have a program to view C# in, download Notepad++ and use that so you can see it in color.

Early Dev / Re: The Brikverse
« on: June 21, 2016, 04:39:58 PM »
I just finished writing and testing an Entity / Component / Messaging system.
This is similar to what the Caves of Qud guy does.

It certainly needs more work as I start actually using it, but it does all the basics now.
- Load text file templates
- Create a new entity using the template data
- Pass an event into an entity, cycle thru all components, return info

I'll clean it up a bit, and drop it here in a zip file if anyone wants to take a look.
You wont be able to just drop it into your code probably.
Its C# in Unity, although very little is Unity specific in that code.
It would help quite a bit if you wanted to make one yourself.
Your language would need to have Reflection capabilities, not sure if they all do.

I found this in the discussion section on Steam

 shevtsov200 :
"Russians call roguelikes rogaliks which is russian word for bagel.
Russian name of this game is "Vanilla Rogalik", hence the english name."

Design / Re: Info line idea
« on: June 08, 2016, 03:14:06 PM »
And fuck off only means you care about someone's opinions a lot.

And this is why I think you should join the Brikwars forum, everyone really cares about each other.

Programming / Re: Do you use loops?
« on: May 24, 2016, 08:59:13 PM »

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