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Messages - corremn

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Temple of the Roguelike / Re: competitions
« on: September 21, 2007, 02:32:58 AM »
A competition is a great idea, Incursion does not take very long to finish at all (if you are lucky), so it is perfect.
I will however abstain from this one because I have unfortunatly spent to much time already playing it, I have much work to catch up on ;), otherwise I would organise it instead.  Good luck!

Programming / Re: Should I continue to develop Subterrane?
« on: August 10, 2007, 12:14:52 AM »
I think you will find that all the popular (new and old ) roguelikes have been in development for many years.  It is very hard to create a RL in a short time that becomes popular.  The exeption to this is if you create a unique experience or draw upon an already define genre and RL-afy it.  I.e DoomRL and CastlevaniaRL.

Games that give the player no unique play style and are lacking content and gameplay compared to the older cousins will never be popular in the beginning. 

The future of RLs are either going to be feature/mechanic heavy (DF,incursion) or more arcade style (IVAN, DoomRL). 

My advice, find your niche or plan 5 years development. 
Or maybe take your experience and choose another project, ask what players want first before telling them what the want.

Classic Roguelikes / Re: Vote for your favourite Major roguelike ;)
« on: July 03, 2007, 12:30:35 AM »

Hm... Angband...

I have got a love/hate relationship with Angband.

I have never got into Angband because I spent most of my earlier years playing Moria instead, which has only 50 necessary levels.  For those you think angband is to big try Quickband. You get to experience everything angband has to offer in only ten levels (although i cant remember what variant it is based on, NPP?).

I played ADOM for the first time in years the other day and suddenly realised how dull it is, compared to Crawl and more recently IVAN.  THis is I guess that once you have mastered it there are no suprises anymore :(.  Although to my amazment my last adom game I got sacrificed on a neutral altar by an invisible stalker just as I was thinking this game was to predictable! I think IVAN has some amazing features that really bring a roguelike to life. You will have to overcome its graphics and limb system first before you find it fun though, once you do, wow!

If I could not vote on these four RLs  though, because they each have a different meaning to me.
Moria/Angband because it introduced me to roguelikes in the first place and taught me the meaning of patience.
ADOM  because it was the game that revolutionised RLs for me.
Crawl because it injected new life into genre.
And nethack... well I dont think I have got past level 5, sorry I just dont like it.

Classic Roguelikes / Re: ADOM - tips & strategies
« on: June 21, 2007, 11:46:25 PM »

From there straight to the source of chaos itself (to the north, past the river, around the middle of the map IIRC)... for some training...probably down to the arena to get da sword....

IIRC the arena is a quest from the dwarfen leader, so you should not win until you get the quest, or other wise you will get another random monster kill, that will take forever to find ;)

That's what I remember, long time no play.. I won't play any roguelike until I get the Amulet of Yendor :D

Go Slash!

Traditional Roguelikes (Turn Based) / Re: MazeCrawl
« on: June 08, 2007, 12:27:39 AM »
Hey, excellent game.

I just tried it after it was mentioned on r.g.r.m.

The character generation is really cool,  and the engine works well. I seem suprised you use 45deg FOV though, making this wider would be better i think.  FOVs should overlap i.e >45deg so you can keep track of monsters when you have to navigate towards them or implement some sort of strafing. 

Good work, I recommend people check this one out.

Programming / Re: Saffron - Stealth Puzzle Rogulike - Preview
« on: June 06, 2007, 01:05:47 AM »
Cool demo,

This game/concept has great potential, your game enviromnent is also good.  How about colour in the text based version, you will probably need a look command when in ascii mode.

I love the fact that you are a member of a guild, progressing through missions.  The idea of non random missions is probably the best way for a puzzle based game, maybe you could add non-linear missions, or random missions. You would have to make a lot of missions though.  Maybe you could customise your player, so not all missions will be dealt with in the same way, i.e multiple ways to complete a mission.

Good work!


Just updated this version to 0.8.2

- Allies can now be named (as can the player)
- You now gain hp when you level
- Secret 'Gandalf' player character

+ more

and fixed many a bug

The terrain tiles are not the ones I was supposed to use but are still better.

Ok, here is it:

place it on the data subdirectory inside the game installation

Hmm, gloomier already  ;)

Nice one!

I had a quick play today, I see lots of nifty improvements :D

Also, the default tileset is way too bright and "clean", I replaced it with one of my own before playing and the results were much better to the eye (I still like the console view more anyhow), I can send it or post it here if you want.

Thanks, I actually played and won this game last night, and as a result found a few quirks to fix.

I have not given much though to the terrain yet, as I spent most of my time editing the characters and items.   The next version will clean out the unused tiles so they can be replaced easier.  Obviously some of the tiles are inappropriate, I.e the water.

So gimme, gimme.  Maybe post them so others can enjoy trudging around in the muck.  I will also have to rename the sand to muck or something.

Traditional Roguelikes (Turn Based) / Re: The Sewer Massacre 1.0
« on: May 31, 2007, 12:37:49 AM »

Yeah, I was thinking about adding all that cosmetic stuff, but I was a little short on time, so I decided to drop it for this version. And it would look like I'm ripping off from Corremn's game SewerJacks, which has some nice water effects...

...and some really bizzare  combat mechanics ;)

It was Slash that suggested that I do murky water anyway, and my effects are not very sewer-like either, and your game came before mine so lets not talk about who ripped off who ;)

I came up with some cool sewer level algorithms but it did not suit the play style of my game.  And yes add some sewerage.
But seeing that you have reached version 1, I am guessing you are happy with the final look of your game. Or do you intend to develop it more, other that bug fixing?

Keep up the good work and hopefully I will get past level 4 soon.

Ever wanted to play a roguelike based solely on a tabletop fantasy football game, ever wanted to throw a halfling at your enemies? Well your dreams have come true and for the wait is over.  ;)

Re-introducing SewerJacks, the not so 7DRL.

Take your failed Blood Bowl player down into the sewer depths and seek out fame and glory.
Show those team selectors what they are missing.
Team up with other ex-footballers to eradicate the filthy vermin found within or go it alone.
Pit your skills against chainsaw wielding fanatics, goblin bombardiers, dark elf assassins and goblin throwing trolls.
Ruthlessly destroy the undead or take on the tough dwarfs, the choice is yours.

- Blood Bowl style rules
- Unique skills
- Monster team ups
- Chainsaws
- Secret characters
- Features 8 Warhammer races.

New features
- Select secret players from 6 races.
- Play as good or evil.
- Throw hobbits or goblins at your enemies.
- Many more ally orders.
- Wizards
- Updated  24-bit colour 32x32 tile version and ascii

OK enough crapping on, play the game.

The Win32 executable is at

Tiles screen shot

Linux version is coming.

Source code is not up to date.

How did I get into roguelike development?

From a love of roguelikes, of course.  I am a programmer that loves RLs.  However, I played Moria on my Mac some 15 years ago, before I ever saw a line of code.  Here I discovered that being killed over and over again with no chance of survival or winning can be incredibly time consuming and fun of course. I did however win moria with a dwarf priest, i think.  It was the sheer challenge of RL games that kept me playing them.

Since then I have played every RL I could find.  After years of ADOM, I got bored waiting for the next update so while surfing the net I discovered  I rejoyced at the fact that people were still actively creating these games, until I realised the progress was like watching snails paint growing grass.  Two games stood out for me at this time, copx's Tower of Doom (warp rogue) and Kornel's DoomRL.  Reading and playing the progress of these games gave me the idea to write my own.  Three months and 30000 lines of code later I was addicted to roguelike development. However about this time I realised how much time and effort went into one of these games so my development dwindled off.  I still actively develop but at a much slower pace.

Roguelike development is the most fun programming experience I have ever had. Too bad you cant get paid doing it.

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