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Messages - hawk66

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16
Programming / Re: Best language so far?
« on: October 02, 2011, 04:40:31 PM »
if platform independence is not your prio #1, I'd really have a look at .NET...especially at C# and F#...I'm currently getting into F# and it seems really an awesome language for implementing complex algorithms.

17
Programming / Re: developing a roguelike with a functional language
« on: April 26, 2011, 11:03:30 AM »
since you can express algorithms in a  much more powerful way and with less number of coding lines.

It's a common misconception to think that "more powerful" languages would make it that much easier.

I do not think that it is 'much' easier but to give an example, I started to implement a simple urban city generator for my roguelike in C#...and I'd think the algorithm can be better expressed (->also easier coding maintenance later) in F#...but let's see

I also do not want to abandon C# completely (I think for the UI it is a better match) but that's the beauty of .NET: you can choose now from a big, mature toolset.

18
Programming / developing a roguelike with a functional language
« on: April 25, 2011, 06:03:27 PM »
I'm currently learning F# and I have the feeling that this (and other hybrid functional languages) language would help a lot in developing the game engine of a roguelike - since you can express algorithms in a  much more powerful way and with less number of coding lines.

Has anybody already started developing a roguelike with F#/Scala etc. and can share his experience?

I plan to do the UI in C# (using libtcod) and the engine itself with F#.

19
Programming / Re: 3D roguelike in ASCII (modern-set)
« on: July 01, 2010, 05:28:36 PM »

This game uses 3D rendered in ASCII: http://www.mx-3.cz/tringi/www/langen.php?id=shootem&submenu=1 There is no source available, but maybe you can contact the developer about it: http://www.mx-3.cz/tringi/www/langen.php?id=kontakt

Thx for this link...will check it out^^

20
Programming / 3D roguelike in ASCII (modern-set)
« on: June 30, 2010, 07:04:51 PM »
Hi guys,

basically, I have the idea for a modern-set roguelike. In principal, some crew members of a shot down military aircraft have to survive until they get rescued. So, they have to travel until they reach a destination point, from which they can be rescued. Sometimes they have to fight, but stealth is more important and not all civilians shall be hostile (so that country is occupied).

The world shall be consisting of a typical European landscape...that is, grass, lakes, rivers, small villages, mountains, different vegetation (due to the tactical combat).

My biggest headache is how to create such a 2,5D/3D world in ASCII...I think 2D is not sufficient, since combat shall be tactical.

Any ideas?

Thanks :-)

21
Programming / Re: My quest to develop a roguelike
« on: January 12, 2010, 06:59:07 PM »
I would advice you to try Python, perhaps with combination of Pygame. Many good tutorials+free books available.
But before you are  not fit with a programming language of your choice, it is very hard to code a roguelike game.

22
Programming / Re: Mixing roguelike and tactical squad combat
« on: January 11, 2010, 07:20:28 PM »
First, thanks for your feedback, guys.

There might be a misunderstanding. Neither I want to create a x-com clone, nor I want to create a roguelike with a X-com scenario. I have just refered to X-Com, since I like the tactical squad system there.

I want to create a modern roguelike but modern means not a sci-fi theme . I have a loosely-based 'System Shock' scenario in mind but which plays in the current time. Perhaps a squad of a SecOps in a cold war bunker etc...I am not really sure about, yet. I think I'll start with infrastructure topics, like dungeon creation, basic AI, tactical combat first. Later I would think about the 'story' engine.

Yes, the objection is right: It does not make sense to provide two combat modes (tactical squad and classic roguelike). It is just too much effort.
Now, the question is if a ASCII-representation of a 'tactical map' is feasible...I think you need a somehow isometric/3D map to make the combat interesting (hiding etc.)
Do you think this could be somehow accomplished with pure ASCII (at least for the first version)?

23
Programming / Mixing roguelike and tactical squad combat
« on: January 10, 2010, 01:38:34 PM »
Hi all,

this is my first post here, so I say hello to everyone  :).

Actually, i plan to create my own roguelike (in python) and have a modern (realistic) setting like http://roguebasin.roguelikedevelopment.org/index.php?title=Modern_Dungeon_Exploration in mind - but with a different scenario/setting (not fully sure about this, yet).

I'd like to get some feedback about integrating a tactical squad combat system, similiar as it exist in X-COM series, in such a roguelike. I think the combat should be resolved faster - that would mean, the map for example would be smaller to fight in.

Also, in general this would be not your typical hack-and slash roguelike...so, instead of many 'dump' monsters/enemies you only face a couple of more-or less intelligent foes.

What do you think? Is it a good idea to integrate a squad-tactical combat engine in a roguelike? Another possibility would be that the tactical combat could be switched off...

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