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Messages - kalaeth

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7DRLs / Re: 7D Koboldicide
« on: March 05, 2017, 02:39:59 PM »
Day 0 about to finish.
Will begin work around 16h00, GMT.

Created the github repository and placed there my starting point, that is based on Jotaf's libtcod tutorial, with some other works I've been doing.

Will update here at least once a day, whenever I stop.

7DRLs / 7D Koboldicide
« on: March 03, 2017, 08:45:00 PM »
you return from your errands to find your house destroyed, your parents killed and the last of the kobold raiding party eating your dog's corpse. Swearing vengeance you...

I've just registered my entry for my very first 7DRL, 7d Koboldicide.

I'll be using python 2.7 + libtcod, and I'll build upon a framework I've been playing around with since I found the libtcod tutorial.

My elevator pitch AKA realistic goals:
 - ASCII graphs [done]
 - no stats, just skills gained through use [done and not done : leveling is through items]
 - 4-button + direction interface [done]
 - realistic inventory (no 10-feet poles somehow hidden inside your chainmail bikini) [semi-done. there are bugs]
 - self-contained story [kinda?]
 - overworld + dungeons [done + done]

my unrealistic goals (things I want but won't promise):
 - AI that cooperates to trap, ambush and kill the player [as expected, not done.]
 - gamepad support (probably not gonna be able of doing it in libtcod) [not done also.]

And.. that's it! I'll try to finish the framework tomorrow and begin either Sunday or Monday.

end result: (win executable. linux executable available at the github page too)

(I'll use this thread to post updates throughout the 7DRL)

edit: changed link to bug fixed version

new edit : newer versions. I can do a thread in another sub-forum, since this is a post 7DRL version, but I'll still update the latest version here. linux win

Early Dev / Re: C.A.R.L. - Clone Action Rogue Lite
« on: December 08, 2016, 02:26:36 AM »

This site was was blocked at work so I can only access it at home, and despite not having posted I'm still around.
I'be taken a break to develop a PCG side-scrolling platformer runner game I've had in my head for a long time (in order to better understand libtcod and to get my ideas straight for CARL).
 There's.. 2/3 things I wish to do with Goat On Fire and then I'll be back to CARL.
 If you are interested in GoF, send me a PM and I'll email it to you (I have both a Linux version and a windows one).

Here, have a screenshot, or three: - tiles version (I kinda gave up on this one 'cause I have to edit the tiles and that's outside my expertise, and also because it doesn't look all that good) - basic ASCII version - enhanced ASCII version (my favorite version)

edit: fixed drunk spelling, added screenshots.

Early Dev / Re: C.A.R.L. - Clone Action Rogue Lite
« on: October 10, 2016, 08:41:20 PM »
I finally have a screenshot!
all colors are not-final, and I'm not yet 100% please with some of it, but it's going in the direction I want.

Edit :
First of all, thanks for the encouragement getter77!
Second, spent most of my morning working on code to have projectiles and explosions, but wont be able to test it until later today.

Early Dev / C.A.R.L. - Clone Action Rogue Lite
« on: October 07, 2016, 03:26:03 PM »
Since there isn't a "early-early dev" forum, I'm posting this here and hoping this will help me reach my goal of having a playable alpha soon. Since I started from the libtcod tutorial, somethings came with the package, some others will require a bit of 'fixing' the engine.

On to the game!

The elevator pitch :
 CARL is a sci-fi themed action rogue-lite, where you play a clone, and it's degenerated clones, where you can switch between real time and turn based.

Main distinguishing features :
 - The Chronogine : a device that allows the player to 'make time relative', or in game play terms, switch between real-time and turn-based... As long as it has charges. The device charges by moving around, and with time you get more attuned to it, spending less charges with each use and winning charges faster.

 - Cloning! When your player dies, you return to where you last encountered a cloning device, with a new clone. Clones aren't always perfect, and mutations occur. Some good (one extra tentacle is always a good help when fighting hordes of monsters) some bad (well... You weren't using that leg that much, were you?). The actions of your predecessor won't disappear when you die, but your knowledge of the world is limited to how much you knew when you cloned yourself (and so is your equipment and stats.. when the cloning goes right).

 Other features :
  - simple controls : WASD + mouse (left button fires, right button turns the chronogine On/Off) + Action Key
  - weapon upgrades via firmware
  - player perks (movement speed, increased damage, dual wield, etc)
  - PGC permanent maps
  - ID game with weapons / firmware / console commands (this is a feature I wish to implement but still haven't gotten to completely consider and might remove later if it proves to be too hard/not fun)
  - a plotline! With a actual sci-fi/horror story.

on the Road to Alpha, this are the features I'm still missing (and as soon as I implement each of them I'll update the thread), by order of implementation:

 -> permanent levels and backtracking
 -> fix weapons
    -> add a 'weapon inventory' that you can cycle through with the mouse wheel done
    -> no random weapon drops, but fixed levels for weapons
    -> weapon usage expends ammo done
    -> enemies drop ammo (see next point)
 -> corpse looting
    -> loot both enemies and previous clones
 -> better feedback
    -> add player stats to screen
    -> make shots visible
 -> degeneration!
    -> basic degeneration (every clone has a high % to have slightly worse stats than its 'progenitor')
    -> mutations! (a chance to mutate with gameplay consequences)

I think this covers it. Thoughts?
Would you wish to play this game?
Can you tell my favorite game is Doom without me saying that among the weapons there will be a Chainsaw and a Super Shotgun?
Will I fail miserably?
Will Krice consider this a roguelike? (wait, I read enough threads to know the answer to this one: no.)

[edited to add control scheme]
[edited to mark weapons as partially done]


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

I don't actually intend either game to be commercial, but I do want to post them here when I have playable versions. Unfortunately, having a full time job means I don't have that much time to code, so it might take a while. I've been making advances in CARL at a rate of 1 feature a week or so, and at the current rate it should take me about.. 1 month until I have a playable alpha with the main features in (still missing: clone degeneration, weapons, armors and balancing).
 As soon as those are 'in' I'll make a post with a playable alpha.
 For BRPG, I can post a older 'stable' version. Current version has some game-breaking bugs (certain monster drops killing the game, problems with saving/loading, etc etc).
 If there's interest for a older version that wont be updated so soon, I can make it a post as well.

And thanks for both the welcome and the interest!

Design / Re: Suspension of disbelief in tutorials
« on: September 30, 2016, 10:01:28 AM »
Using a bit of topic-necromancy here 'cause this post just made me realize I could actually have a good way to do the help in a non-immersion breaking way.
The game I'm currently working on is a retro-sic-fi setting (think tech levels live Alien), and one of the dropables I intend to have are magazines (I'll explian that when I eventually reach the end of the design section of the forum and write down a post explaining my ID-subgame).
 So one idea to have a in-game manual is to have a item, with a 100% chance to drop on the first room or already in the player inventory, that is a game manual.
 "you find a old computer-game manual in the floor. (R)ead? (D)iscard?"
Upon reading it would be a normal manual (sections etc).

 Another thing I might do is use the consoles I'll have spread around the levels (requiring that the player begins the game logged on to a terminal, which would make sense with plot/gameplay mechanics) and have a "type man and press enter to read the manual", but this seems to be more immersion breaking, since that manual would have to explain keys and etc.

 I'll keep thinking about this, but thanks for the ideas!

Player's Plaza / Re: Good Android roguelikes?
« on: September 27, 2016, 02:03:21 PM »
Since no one mentioned, Android's version of Nethack is actually pretty decent, to the point I rather play it on my cell than on the computer. Interface is good (tap to move / attack / pick, but also a bar with keys that is customizable, movement keys as a transparent layer atop the map,  etc) and I have no performance problems.

Remixed Pixel Dungeon is good too (dunno why I have the remixed and not the regular one oO)

name : kalaeth;
country : portugal;
age : older than I wish I was;
job : they call me a programmer but I don't see code that much;
RLs I've played:
Nethack [I've been playing it on/off for many years, never asceded except in wizard mode] ;
Pixel Dungeon Remix [on the cellphone]
-- several others that I've never finished.
Current ongoing Projects :
BRPG [Basic Rip-Off Game, currently at version 6.6.0, I intend to deploy it at version 6.6.6] - a python RL made from scratch as a means to learn python.
CARL [CloneActionRogueLike] - based off Jotaf's tutorial for a complete RL in libtcod, will have clones, degeneration and time-control!

I'm currently working on CARL to learn useful tools that will then be applied to brpg (like using shelve for saving/load, maybe using libtcod to draw the map, and etc etc).

Since I'm at work I can't post screenshots here, but ask for them (or more info) and I shall deliver.

I think that's about it for now.

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