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Messages - stu

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Programming / Re: Connecting rooms
« on: June 10, 2009, 03:28:52 PM »
works for 9/10ths of the population. easy to implement and makes nice layouts imo (i used an updated version in tomb of rawdin).

Other Announcements / Re: Nifty article on Rogue
« on: May 06, 2009, 11:40:06 AM »
well I know the authors, and its a chapter that didnt make the book. It was not designed to name drop every roguelike, if you read the other online chapters published by gamasutra you will get a feel for what they were doing (the book is also really awesome by the way)

Programming / Re: How to make sure every tile connects.
« on: April 12, 2009, 01:21:57 PM »
This doesn't ensure that connections are made between all areas of the dungeon, however :) The main point of my algorithm is to ensure that every tile that the player should be able to reach, he can reach through connecting unconnected parts of the dungeon.

Also, a flood fill is significantly slower than my algorithm since it requires more loops over the dungeon map.

actually your routine sounds really slow with many loops over the dungeon map. I'm also not fond of connecting disconnected pieces of the dungeon, mostly because I'd rather rely an algo that builds it all connected in the first place. Connecting random disconnected dots all over the place may not make very interesting dungeons (I could see lots of open space etc but I guess it depends on how you do it overall)...

releasing the code without testing is treating your users like shit. the author obviously doesn't care enough about it to do it themselves.

release early - release often is great but there still needs to be some QA involved.

I hope this doesn't come across as too offensive but...

if your at version v5.something and you've done 3 releases in less than 10 days... something is wrong with your QA.

Maybe playtest and don't release it for two weeks, just play it some.

I love new stuff but 3 releases in under 10 days for a mature product is ... not a good impression.

Programming / Re: 7DRL
« on: March 13, 2009, 12:02:16 PM »
That seems pretty complete for something done in just 7 days.  Good job!

I have a few questions though...

Does poison last forever?  I got bitten by a werewolf, and went from full health to low twice, and used life potions twice, and then went from full life to dead.

Also, why do enemies take their turns if the player doesn't move for a few seconds?

One recommendation I have is to speed up fights a little bit by increasing the damage output of both the player and enemies.  Currently there are a lot of "you do 0 damage" "they hit you for 0 damage" "you hit for 1 damage" deals that kind of drag on.  I never encountered any enemies that did enormous amounts of damage all at once, so you could probably double the damage output of everything without too severe of consequences.

Overall though, I'm impressed that at how much you got done in the time frame.  The dungeon generation seems solid, items of all different kinds are implemented, and there are several enemy types, some of which have special abilities.

Thanks for checking it out, I dont know I would say its fairly complete for a 7drl there is stuff that didnt make it in and the game is really quite simple in itself and there is not much to the game mechanics.

poison lasts until you use a cure poison scroll/potion.

I have not released the post-compo version yet but some minor things have been fixed, ie: the abundance of messages have been cleaned up, there were way too many.

some magic stuff didnt make it in (ranged anything for example), the astar is too precise but I tried to make it so that astar monsters you first meet are not too powerful up (orcs), and I think the weapons need a slight boost in damage as its really balanced toward what you will find on a level vs the monsters.  as for speeding up play by increasing damage.. wouldnt really work since the player is a mosnter, and monsters and players just have the same equipped items, so an orc with leather armour + longsword vs player with leather armour + longsword is a tossup... it comes down to the skills (which the 7drl release kinda hid but you can see them in the output log). So in this sense, increase the damage on longsword would allow quicker fights since it would be hitting above the armour level...

the camera is great (stuns monsters) but Im undecided if it takes too long to recharge or not.

The game is semi-realtime (steptime?) so yeah the monsters get a turn if you take too long... I prefer this over the infinite time between moves thing that traditional RL's implement. (if you play Cracks and Crevices its the same deal only difficulty level determines the time between the moves the monsters get).

The game also needs to drop more potions/scrolls of healing + cure poison as the game is way too hard.. especially the lower levels (I can 9 times out of 10 get down to about level 7 or 8 without cheating but it becomes way to hard, sometimes special level 6 can be a nightmare.... or running into the unique that you need to kill somewhere on levels 3-5 can be a reeally nasty if he spawns on level 3...)

It might look like a lot of work but its some very simple mechanics. Plus I've written enough roguelikes to have templated in my mind the basic ideas and how to code them. The dungeons are much like what underdark made, the step time ideas came from CnC, the mechanics are Fuzion based (stat+skill+1d20 or stat+skill vs DV) so every monster has skill levels.

There are things in the code that were never implemented (lightening resistance + lightning spells, ice, fire etc). I think poison + stun resistance are only whats currently used.. and since you asked if poison lasts forever I guess you never found a cure poison scroll or potion :)

Other Announcements / Re: The 2009 7DRL Challenge has begun!
« on: March 09, 2009, 01:44:42 PM »
do those released a bit before the official start date count?

Programming / Re: 7DRL
« on: March 05, 2009, 08:58:38 PM »

Programming / Re: Roguelike Game Engines or Developer Wanted.
« on: March 03, 2009, 12:37:03 AM »
I think you answered your own question there, actually. While I have played every published edition of AD&D I absolutely detest the direction the games have moved since 1998. Wizards, especially, has taken the focus less from role playing and more towards roll playing. Where 1stE thieves had to disarm a trap by using their wits (I take a tent spike from my pack and use it to jam the pressure plate.) now it's simply, "I roll to open the lock. There, done! What treasure did I get?"

Thats ok, I'm a Fuzion guy.. if ever there was a less loved system :)

Programming / Re: Roguelike Game Engines or Developer Wanted.
« on: March 02, 2009, 12:44:22 PM »
There have been a lot of attempts at engines but its a thing that spirals out of control very quickly. feature creep and lack of proper design document etc. roguelikes are an order of magnitude more difficult, unlike IF, there is no well developed world model type design.

why 1sted over 2nded or 3.5ed or boring d20? why not any of the other million classic rulesets?

one of the problems is that every RL programmer has their own ideas and is littered with engines and ideas and things that never go anywhere once people realise the size of the scope.

Traditional Roguelikes (Turn Based) / 7DRL Release : Tomb of Rawdin
« on: February 10, 2009, 06:09:38 PM »
(I announced on rgrd but I guess I should announce here too)

Well, Im in before the deadline, I could have spent a few more hours testing/balancing but I'm done..

I cranked this sucker out so most of the code lies within main.c/dungeon.c there is support code I pulled from cnc like my memory management code, astar.
It uses libfov, libtcod (+sdl), etc.

The game was designed to kinda play like the original rogue, but without the food factor.

The name was supposed to be in the spirit of;
Amulet of Yendor / Rodney...
Wizardry / Trebor + Werdna...

Rawdin.. Darwin.. only the strong survive...

blah. cheesy I know.

What didn't make it into the game in time... Quite a few things actually...

The biggest omission was the lack of better magics, and there is no ranged anything. It is all bump combat.

Scrolls and Potions are limited and mostly gimicky but some really do help (cure poison, poison resistance, etc.)

Some of the buffs didnt get used...

If it were continued the todo list would be;

Finish the attributes that were half done
- Fire / Ice / Acid
- More items
- More monsters
- Lessen the AStar affect (astar pathing makes it overwhelming/too precise)
- Ranged weapons/magic?

Dragons on level 10 need to be buffed up a bit more too.

oh links...



git clone git://

Off-topic (Locked) / Re: PnP RPG suggestions
« on: February 09, 2009, 04:48:37 PM »
I like fuzion, I'm not a fan of opencore or action!system, they got too verbose too fast. fuzion is nice and tight.
I also like d20 over bellucrve 3d6... but thats just me. instantfuzion is pretty cool, very slimed down etc.

cybergeneration2 is interlok2 (aka cp2020 rules), its about kids with nanotech in them, sounds corny but its really cool (its more into/about  RP than cp2020 which is nothing but big gun fights).  you can buy pdfs of it here

Off-topic (Locked) / Re: PnP RPG suggestions
« on: February 09, 2009, 02:33:53 PM »
avoid cyberpunk 3rd edition. It pains me to say it, but Mike really fubar'd it beyond belief. Better to get CP2020 instead.

I LOVE fuzion rules (which what R Talsorian did with their Interlock rules (cp2020) and when they bought out hero they merged the hero rules with interlock to create Fuzion...). CP3e uses fuzion but the artwork sucks, some of the pages of the book are straight out of cp2020 without conversion from interlock to fuzion :(

They are coming out with a new Mekton ruleset :) which should be pretty cool from hearsay.

I would look at True20 if I were you, I'm personally not a fan on dnd4e its too miniature/wargame oriented for my taste.

Did you ever try Cybergeneration2? that was really cool.

CP2020 is still my fave over most everything.

Programming / Re: 7DRL
« on: February 07, 2009, 12:01:21 AM »
well my 7DRL is done! yay, turned out better than I expected. sigh. now I can get back to work on other things...

Programming / 7DRL
« on: February 03, 2009, 01:38:03 AM »
so its day 3 of my 7drl attempt.. and wow.. 7 days is not much time at all :( 10 days and I'd probably have this baby rocking but to finish what I want in there in less than 4 days left... ouch! ohwell...

I didnt really have the time to plan ahead like the rest of you guys, so heres a warning, plan REALLY well  ;D

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