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Messages - Gamer_2k4

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16
Off-topic (Locked) / Re: What do you do for a living?
« on: July 23, 2008, 07:54:52 PM »
We should be grateful the power of God cannot be represented into a computer simulation :)

Yeah, it would be a real bummer to get all the way through ADOM, enter the Chaos Plane, and get struck down by God snapping his fingers or looking at you funny.  That's no good...

Happily, roguelike gods aren't as omnipotent as their name would imply.

17
Programming / Re: MorphicRogue - help with some ideas possibly
« on: July 23, 2008, 07:46:27 PM »
Butterfly is an insect, not an animal
I'm pretty sure insects are still animals.

18
Programming / Re: ZOMG!!! 7DRL in progress...
« on: July 21, 2008, 04:51:27 PM »
I have beaten You Only Live Once with the first character.

With the kid? Solid...

19
Drawing on a tangent, is there any roguelike actually managing more than one in game language? (apart from ancient scrolls and magic books of course), say for example, not being able to talk to an NPC, (or a whole town for the matter) or perhaps not being able to read signs (they could probably figure out an inn or a weapons store but perhaps not a magical ring specialists store)

Well, Dwarf Fortress has different languages for different races (mainly they have different sounding names), but I don't think it creates any barriers.  Definitely a good idea though, IMO.

20
Taco...sombrero...siesta...

See, I can do it too! ;)

21
Programming / Re: New CyberPunk RogueLike
« on: June 20, 2008, 04:13:11 PM »
Right now my code is running "slow" - but it probably doesn't help that I'm running it off a memory stick

Hmm...my game isn't as fast as it could be, either (I run it off an external hard drive).  Is USB really slow enough to make a significant difference?

22
Off-topic (Locked) / Re: Realtime Roguelike
« on: June 16, 2008, 09:24:55 PM »
You should check out MAngband (multiplayer Angband).  It's realtime by necessity, as a turn-based online game wouldn't be very exciting.  As for your questions:

Mechanics - It's true realtime with tile-based movement.  There's an auto-retaliate feature that prevents you from getting killed if you aren't paying attention, and several extra windows are up that display visible monsters, inventory, and so on.

Fun - I'd say it's fun.

Choosable - MAngband is not choosable; it really couldn't be.

Multiplayer - We've already established that it is. =P

Controls - Keyboard only, no mouse required (IIRC).

Audience - Angband fans, I guess.

23
Other Announcements / Re: Advanced magic, freeform system
« on: June 13, 2008, 01:12:57 PM »
Dungeon Master's system works kind of like this, with the player selecting different runes to cast a spell:
http://en.wikipedia.org/wiki/Dungeon_Master_Spells

My personal (planned) magic system is a bit different from the standard, but not quite what you're talking about either.  Basically, the player is given knowledge of very basic spells as the game goes on, and he can create new spells from the pre-existing ones.  Here's a description with a few examples:
http://roguebasin.roguelikedevelopment.org/index.php?title=Labyrinth_of_Reptoran#Magic

It's a little outdated (for example, there are no classes anymore and therefore no class powers), but the examples should show what I'm hoping to accomplish.

24
Programming / Re: newbie: curses map in memory?
« on: June 11, 2008, 03:00:22 PM »
In the most minimal implementation, you'd have two arrays.  One would hold the tile character (#, ., +, etc.), and the other would hold a boolean value that says whether or not it's an obstruction.  As you move around, you update the second array based on whatever line of sight algorithm you used.  If the tile was made visible, display its character.  If not, display a blank space.

As you build up your game, you'll want to replace those primitives (char, boolean) with a single array of tile objects.  Each object will hold information such as the tile name, icon, color, etc.

25
Programming / Re: Do you like your game?
« on: June 11, 2008, 02:51:56 PM »
I actually enjoy my game.  It's the same 10 items and same 10 monsters every time, but I always get a kick out of seeing my game work exactly how I told it to.  I'll walk up to a villager and start up a conversation, and I get to see the different boxes play out just like I programmed (you talk like in Gearhead).  I'll go into the dungeon and I'll see a kobold trying to fend off bears and snakes.  Even if the game itself isn't that spectacular, it's a lot of fun seeing all of your hard work in action.

26
Off-topic (Locked) / Re: So yeah, Happy Birthday! (to me)
« on: June 10, 2008, 04:15:43 PM »
Probably so... we need a bigger staff, one poor human is too little

You should mod some of us. =D

27
I've always thought it'd be cool in a Roguelike to be able to research new spells and mix potions, which would be much of the same except that you'd have to search for reagents and perhaps seek out arcane magical knowledge as well.

Hmm...if you have a big enough world, you could do such things.  Let's call them goals.  Each goal would have a reward (learn the Armageddon spell, find the Sword of Divinity, etc.), that was clear to the player from the start, and a list of tasks available that may or may not aid the player in obtaining that reward (talk to the librarian, befriend the gnome city, etc.)  Of course, these tasks may require that the player has completed quests or other goals first.  Most goals would be mutually exclusive; that is, the tasks required to find the Sword of Divinity may send you down a path that prevents you from ever finding the Oblivion Cloak.  In this way, the player can have a different long-term experience each time, and it provides something to do besides killing monsters.

28
Programming / Re: Terrain objects
« on: April 14, 2008, 02:43:06 PM »
Ouch. That sounds like fun stuff.

Couldn't you devise some sort of system to automate that though?

Edit -> Find/Replace

29
Other Announcements / Re: JADE
« on: March 30, 2008, 09:48:17 PM »
It's nice to read Jade forums and see what features people want to add in Jade. Many of them are in Kaduria, but they don't even know that Kaduria exists. Fools:)

JADE feature list is just a definition of a Genroguelike, many in development, some of them are doing pretty well and may have a release in less than a year, some others just stay as a dream

Now with Dwarf Fortress, it's completely different.  People come up with stories they want to see play out in the game, and THE DEVELOPER MAKES IT HAPPEN.  I don't think he's human.

30
Other Announcements / Re: JADE
« on: March 29, 2008, 08:15:49 PM »
Wowzah, from 70mb do 1.2? What did he do, leave it uncompressed? How long is the video?

It's over ten minutes, but you have to remember that most of the time the only thing that changes is the location of the @.

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