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Messages - UltimaRatioRegum

Pages: 1 ... 18 19 [20]
286
Programming / Re: newbie asking for help
« on: October 06, 2011, 12:27:11 PM »
Well, I suppose you'd just have different objects or terrain types show up as different things in different worlds. In the normal world, grass is green; in the other, it is dead and grey. In the normal, you might have water, but in the other, it turns into lava, or sludge, or something of that sort. I think you could very easily just tell the game to recognise the same tiles in different ways depending on which world you're in (and you certainly good, from the Python libtcod tutorial!)

287
Programming / Re: Keeping room lists after dungeon generation
« on: October 03, 2011, 11:49:36 PM »
Chance of creatures zeroing in on the player as the player gets closer is how I did it, and - I think - how most roguelikes do it. Give them a value that determines how observant they are, or intelligent, or whatever, and the higher this is, the quicker they notice you, or the longer the distance they can notice you from. Tie that to giving them their own field of view to make sure they can't magically see you through walls when you're in range! Unless, of course, you WANT them to be able to do that, and all the creatures are x-ray-vision-wielding fiends.

288
Other Announcements / Re: lycanthopy in roguelikes
« on: October 03, 2011, 11:42:46 PM »
Being a werewolf in IVAN sure kicks some ass :)

This is very true. Otherwise, it's generally just a massive pain in the ass.

289
Early Dev / Re: Zombie Madness v0.6 Final
« on: October 03, 2011, 11:30:17 PM »
I agree with everything the above poster said, and would like to add that I like the colour scheme. Nice to see a move away from the start dungeon grey palette!

290
Programming / Re: newbie asking for help
« on: October 03, 2011, 10:04:28 PM »
The Python tutorial you linked to got me, in about two weeks, from having never touched a programming language to understanding enough to lay the basis for my own roguelike, which is coming along in leaps and bounds. I cannot possibly recommend that tutorial enough! It gives you all of the basics, and everything else you should be able to extrapolate from what's there. You might not produce new parts in a particularly programming-efficient way at first (I certainly didn't!) but that tutorial is a great start.

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