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Messages - Lord_Mork

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7DRLs / Re: [7DRL-2018][Success]RDDL
« on: March 31, 2018, 03:54:03 PM »

Design / Re: Roguelike Universal Tileset
« on: January 16, 2018, 04:35:56 AM »
Good job!

Programming / Re: Help me find a better language than C++
« on: November 04, 2017, 04:51:19 PM »
Elronnd, you should use the quote button in the reply box or [q u o t e] [/q u o t e] (no spaces) for a more attractive quote. The angle bracket quote thing is difficult to read.

Off-topic (Locked) / Re: Bitcoin, Ethereum, cryptocurrencies, ICOs, etc
« on: September 17, 2017, 04:19:32 PM »
No, and I don't get it. How these people are getting money from.. like, nothing? We need to reset this world to stone age and start again from there.

It's the same as government fiat money. A twenty dollar bill is not made out of special twenty dollar cotton; it only has that value because people agree that it does -- out of convenience for buying and selling. Crypto currencies are the same, but entirely digital and managed by private companies, not governments. People who donate processing power on their computer to a crypto company are compensated with currency, which is why people are getting money from "nothing". In reality they're just being paid for a service.

Off-topic (Locked) / Re: Which operative system do you use?
« on: August 26, 2017, 06:57:47 PM »
At home I use win 10. The computer department's servers at my school run linux, so that's primarily what I use when programming.

Well, MUDs and RLs are about as different as they come, aside from both being text-based. A MUD is usually story-intensive and highly planned or "built" with little left to chance, whereas RLs are generally more tactical with chance playing a larger role. Not to mention the online/offline divide.

Best of luck to you in any case, it sounds interesting

Hey, just dropping by to tell you that this looks really cool. Hopefully I'll find the time to play it and make some comments.

Design / Re: Turn-based vs real time
« on: January 15, 2017, 04:51:52 PM »
Hm, this is an age-old question.

For one, real-time is harder to program. Output, control, everything is easier in a tb game, because it can be done in a single chunk of activity. But if you've made games before, this won't matter as much.

I'd also think about your target audience. If even you, the creator, needs time to think his actions out, are you sure you would be comfortable designing something intended for those who would rather act on reflex or speed?

If you really despise traditional turns, you might look into a more nuanced turn-based system that takes into account initiative, like Starfleet Battles's "impulse system", which tracks a series of actions more complex than just 'alternate between entities'.


Hey there, welcome!  :)
Do you plan to release BRPG and CARL here? I'd love to see pictures and/or play them.

You might also consider creating Roguebasin pages for your games

Early Dev / Re: The Curse Of Yendor (Windows, Android Beta)
« on: September 17, 2016, 11:48:39 PM »
Why does the Android ver require full network & internet permissions? Is there a leaderboard or something?

Classic Roguelikes / Re: Rogue - let's beat it
« on: September 08, 2016, 11:54:27 AM »
I had one of my most interesting runs this weekend playing Rogue on Roku.

Neat! Which version of Roku? And did the game cost money?

Early Dev / Re: Golden Krone Hotel
« on: September 04, 2016, 12:29:17 AM »

New blog post: Making a Title Screen

You say you don't consider yourself an artist ... but that is some beautiful title art!

Wow, what a nice "roguelike" game.  :P

Classic Roguelikes / Re: Rogue - let's beat it
« on: August 05, 2016, 01:56:26 PM »
The geometry is counterintuitive, and the mechanics are very different from Rogue, but the overall gameplay has some similarities.

I think the one major uncomfortable difference between HyperRogue and others of the genre is the lack of inventory management.
You don't have to keep track of armor, weapons, scrolls, potions, rings, etcetera. Most of the items have little effect aside from unlocking new area types. The ones that do have an effect are quite cool but also don't really need to be managed. The lack of Hunger bothers me somewhat, but I guess the game is difficult enough.

Have you fully removed classic keyboard functions from Rogue+?
I tried a bit of 'e', 'r', etc. and got "invalid command".

I get the design philosophy behind all-mouse, but I'm just curious if the official switch has happened or if this is an error?

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