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Messages - pat

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166
Early Dev / Re: The Burning Plague
« on: April 15, 2013, 09:38:53 AM »
Latest screenshot:


167
Early Dev / The Burning Plague
« on: April 15, 2013, 09:37:41 AM »
The Burning Plague is the working title of a roguelike/CRPG game that I've started working on and will be blogging about as a way of keeping my coding motivation up and also as a way of documenting my progress - already my collection of screenshots is making me laugh as I look back at how it was all looking just a few weeks ago.

The basic idea for the game is that I wanted to focus on a no-frills RPG similar in style to the Spiderweb Software series of games - in particular the Exile and probably Avernum series.

Beyond the style inspiration of aiming for a Vogel-esque RPG, my initial content is loosely based on the Dungeons and Dragons module for low-level players - The Burning Plague. The initial goal is to release an alpha version of the game which fleshes out a short RPG covering an expanded adventure based on that module. Gameplay is intended to be based on roguelikes to a certain extent in that you will only control a single character and rely on providing orders to your companions to boss them around so that it becomes more of a party oriented experience.

Dev blog can be found at the following link: theburningplague.blogspot.com

168
Programming / Re: info files
« on: March 27, 2013, 11:29:33 PM »
I am just using plain text for a current project to store map layouts and object definitions because it's about as simple as it gets to parse and edit. The only drawback as I can see it is that people can spoil themselves by opening those files but that doesn't really concern me

169
Traditional Roguelikes (Turn Based) / Re: Rasatala 7DRL
« on: March 16, 2013, 10:13:10 PM »
Bugfix version released (and I'm still within the 7 days so it's even legit changes) to fix a couple of minor things, one of which caused a crash which was annoying.

170
Traditional Roguelikes (Turn Based) / Rasatala 7DRL
« on: March 16, 2013, 06:22:29 AM »
This my 3rd 7DRL and I managed to finish this one with about 20 hours to spare.

In a nutshell, it's a coffee break roguelike with a Hindu mysticism theme and with player and monster facing being critical to gameplay. There's no natural healing by way of rest so you've got to interact with certain agents within the dungeon for healing and really pick and choose your fights. There's four different character classes who should all play very differently and realistically be of different challenge levels as well.

"The mysterious jungles of Zardula conceal the corrupted caverns of Rasatala. For centuries the reviled ruins have been shunned by travellers despite tales of some of South Asia's most valuable treasures being lost within. Rumours of twisted snake-men, cruel tiger spirits and insane cultists abound. Those who enter are often driven by greed or a desire to cleanse an ancient evil - perhaps a combination of both. No matter their motivation, none who enter have ever been seen again."

http://sites.google.com/site/rasatalarl/

I'd love to hear your feedback about how it plays. You lose a bit of perspective when you're playtesting your own game after a busy week, not to mention playtesting for bug fixing purposes instead of looking for a good time, so it'd be great to hear someone else's view.

171
Programming / Re: Torso & Head direction
« on: December 15, 2012, 10:09:14 PM »
When I played Mujahid yesterday the help-screen says "Use the mouse to look around and aim". It wasn't implemented that way but I kinda expected to be able to control the view direction with the mouse, while walking with the keyboard. Pretty much what you'd do in a FPS game, too. Didn't sound like a bad idea to me. So this evening I hacked together a small prove-of-concept.

http://web.pixelpracht.net/stealthRL.php
Mujahid was my effort, and I struggled for a while with the best way to implement the directional fov for a turn based game so that it wasn't obnoxiously obtrusive but also added something to the gameplay in terms of tactical depth. Turning takes 1/3 as long as moving and that was the cost trade off which felt about right to me and I still think its about right. It's deliberately simplistic in overlooking strafing and moving without turning in other ways and that's probably the next logical extension of the system and I guess it probably would have fit well into the game as it is.

Interestingly, a significant proportion of people who have played the game actively dislike having to press a key twice to turn and then walk a step - I guess because it's so unintuitive compared to virtually every other roguelike with a simpler movement scheme. I have no doubt that I turned off a whole slab of the roguelike community by adding that extra complexity, but that was the whole point of the game so it's more a matter of idle curiosity as opposed to something I can do anything about.

I'm going to play around with your demo, it sounds cool but it seems to me that a directional fov needs some kind of movement cost to look around or otherwise it's just an annoying restriction which is resolved by fast twitch mouse movement which doesn't gel with a turn based game. It would work perfectly in a real time game, and it's kinda what pyromancer does (except that pyromancer uses the mouse for casting as opposed to looking, but it works pretty well).

172
Other Announcements / Re: 7DRL - web vs. native vs. ssh?
« on: February 04, 2012, 05:44:48 AM »
web based is ok but for some reason i don't take games in that format as seriously, ssh is ok but a bit annoying because i don't use it often, and worst of all is installers, an executable in a folder i can extract easily without anything else happening imho

173
Early Dev / Re: Grand Rogue Auto 0.3.8 [May, 6th, 2011]
« on: May 09, 2011, 06:01:20 AM »
looks pretty good so far! Tiles look much better in 1:1 scale rather than zoomed out. Maybe too much repetitive mouse clicking to do anything and everything?! Click to walk, click to shoot each time, and it takes a lot of bullets to kill a little old lady! Maybe some kind of 'attack last target' option would work well. But it's good and I'll be interested to see how you go about expanding on content!

174
Early Dev / Re: PabloQuest!! looking for feedback!
« on: April 21, 2011, 11:52:11 AM »
argh, typos!!!!! i couldn't handle it

175
Traditional Roguelikes (Turn Based) / Re: Anylo's RogueLike
« on: April 21, 2011, 11:46:22 AM »
please get rid of the windows installer, just a zip file please!

176
Other Announcements / Re: The 7DRL crop of the year
« on: March 16, 2011, 10:17:50 PM »
also, I thought that Alamut was very good in terms of setting and potential for a solid game. Nothing amazing in terms of gameplay just yet, but it looks like a good start and hopefully they stick at it. Basically it's looking like being "Assassin's Creed: The Roguelike".

177
Other Announcements / Re: The 7DRL crop of the year
« on: March 16, 2011, 10:12:13 PM »
Yeah, I need at least 2 weeks for that  ;)  Glad you liked the writing anyway, as in the time-frame that's what I put the most effort into (well that and hunting down numerous mystery bugs as I tried to learn Lua).  I didn't get anywhere near as much time as I would have liked to include clever gameplay, and I'm very surprised to hear you say it has tight balancing - I didn't put any time into that at all!  :)
is there any easy way to change how it looks with t-engine? I gave it a go but I simply can't stand the cluttered look of tome with ascii on top of ascii and graphics jumping all over the place. I probably haven't dug deep enough to find the setting to make that change

178
Early Dev / 7DRL - Defender of the Deep
« on: March 13, 2011, 04:10:06 AM »
This is my entry in this year's 7DRL competition. I'm planning on keeping the development going from that base and hopefully into a much more tactically complex and longer game and I'd very much appreciate some feedback!

http://code.google.com/p/defender-of-the-deep/

Play as an orc, kobold or goblin! Murder halflings, gnomes, elves, dwarves and humans! Pray to your dark god for help (but be careful of their wrath)! Harness the power of magic to destroy your foes or escape their reaches! 5 (non-persistent) levels of roguelike action!



179
Programming / Re: Non-random content
« on: February 22, 2011, 10:51:07 PM »
BAD: hundreds of runthroughs of adom and the caves of qud where you are forced to do the same menial quest ad nauseum [but coq is still developing, so that's just a friendly constructive criticism]

GOOD: dungeon crawl stone soup vaults which are basically predefined special rooms placed randomly, if at all, and without doubt are great

180
Programming / Re: RogueGene
« on: January 08, 2010, 06:04:28 AM »
I'm really interested in city generation algorithm's at the moment and attempting to layout streets in a random yet structured manner and then somehow trying to procedurally generate buildings along the streets to use the space as efficiently as a real city would.

Most of my thinking and experiments are more along the line of a smallish village/town rather than the metropolis you're talking about, but I would think a variant of cellular automata would give you a map-filled with random streets to work with - the challenge then is how to populate the spaces with realistic buildings:



Check out the mazectric version as well which gives longer streets to play around with. The trick really is how to harness that kind of structure and make it useable in your particular gameworld.

I'd be interested in hearing how you go with a sophisticated city generator and what route you go down in terms of putting it all together.


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