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Messages - Joonas

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76
Design / Re: Showing interest in my anatomy system.
« on: May 18, 2014, 05:04:51 PM »
Have you tried actual combat with your anatomy system? I wonder how slow and tedious combat against multiple enemies could be if you have to keep track of what every hit does (at least to your own character). But I guess Ivan got it working and doesn't Dwarf Fortress also have a very detailed system?

How about combat messages? I could imagine that the log will be quite filled with detailed descriptions of what's happening each round or do you have planned out some kind of HUD (symbols/numbers popping over characters) or image of the character's body showing conditions of each body part?

Now when I think of all the kind of damage weapons can do (pierce, slash, crush...) and then think of spell damage elements (fire, lightning, energy...) multiplied with different body parts etc... the amount of work you have ahead is simply staggering. I've been programming a simple dungeon crawl roguelike for years and it's a huge time sink to get even basic things working but I guess it's hardcore for you or no game at all?

Can you share any screenshots of your game? I remember seeing screenshots of an editor of some sort a while ago but not any actual gameplay screenshots. Please, anything :)

77
Incubator / Re: Imbroglio (Dungeon Generation)
« on: January 01, 2013, 04:52:01 PM »
As a map image the bigger one might look better but in actual play the smaller one is probably better. The bigger one might be tedious to navigate. Probably just more empty areas whereas the smaller one can be packed more tightly with interesting content.

Add passages or doorways between the various colored zones to minimize backtracking when navigating through the map.

You could spice it up more by adding vaults or specially shaped rooms. Rotate and mirror them for more variation. I made a simple drawing tool to draw special rooms but many roguelikes use just plain text to describe these.

Example, 96x96 map:



I'd say don't focus too long on one area (whether it's dungeon generation, line of sight or whatever) of the game or you might get burned out.

78
Programming / Re: Multiple stairs
« on: September 17, 2010, 12:05:39 PM »
I had this problem as well. I solved it simply like this:

When the world is created, I initialize a portal list with following properties:

- source site, source level
- source x, y
- portal type (normal stairs, teleporter, one-way teleporter, hole in the ground etc.)
- destination site, destination level
- destination x, y

All portals are in that list. Only one level is generated at a time. When I create a level, the list is checked for needed portals, they're created on the map and the missing properties (x,y mainly) is filled. When the player uses a portal, the list is again checked for destination site and level. Then the destination level is created, needed portals are added on the map and x,y information is filled.


79
Programming / Re: Resolution and Fonts
« on: July 16, 2010, 12:25:43 PM »
I think it's bad and sheer laziness to limit your game to a fixed resolution. People have netbooks with 1024x576, big televisions in living rooms with 1920x1080 and 30" monitors with 2560x1200.

Make the game playable in a window or fullscreen and add a possibility to adjust the game window dimensions. I also like if the interface and text size can be zoomed.

I just recently rewrote the display part of an old project:

Smallest view for netbooks:
http://personal.inet.fi/koti/jhirvonen/roguelike/mini.jpg

Fullscreen:
http://personal.inet.fi/koti/jhirvonen/roguelike/full.jpg

Fullscreen, zoomed interface with 2x tilesize:
http://personal.inet.fi/koti/jhirvonen/roguelike/zoomed.jpg

Settings can be changed on-the-fly.

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