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Messages - JoshuaSmyth

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16
And totems that turn you into an eagle or a wolf or a bear (I don't know if thats South-American or not, but it would still be pretty cool none-the-less)

17
Id be keen for anything non-tolkien  ;D

18
Programming / Re: fov: radial or square?
« on: February 09, 2008, 08:38:27 PM »
Radial looks better in my opinion.

19
Programming / Re: Labyrinth of Reptoran
« on: February 06, 2008, 07:03:53 AM »
Cool, had a play of LoR,

My first impressions are - It's a bit easy, the cave generation is cool, but some colour would be nice and do you really need to differentiate between wear and wield?

Oh, and I got to level 10 and an unhandled exception popped up just after decending the stairs.

Keep up the good work! :)

20
Temple of the Roguelike / Re: Roguetemple posters, we still need you!
« on: January 31, 2008, 08:14:23 PM »
What kinds of things are you looking for? Do you have a proposed set of articles or anything?

21
Programming / Re: The 7DRL Challenge Thread
« on: January 31, 2008, 08:12:30 PM »
Thinking about it - I'd like to give it a go, but I dunno - sounds pretty scary.

Luckily I've got a reasonably good framework in the form of Caverns of Underkeep. I think I'd like to make a more coffee-break roguelike. I was planning on doing a sort of sequal to CoU anyway, I guess the 7DRL challenge would allow me to at least get started :)

22
Programming / Re: Action Points?
« on: January 26, 2008, 09:53:51 AM »
Ah, I did wonder what caused some monsters to act faster than others in rougelikes. But I didn't bother implementing it for my game. A time-for-next-action for each actor seems to make a lot of sense.

I still think action points could be interesting for tactical reasons; Say for example if you move then shoot you then get a penalty for shooting. Or some monsters could attack twice, or use a potion then attack etc... and if you get knocked down, then you might lose a couple points for the next round.

I think I'm just feeling giddy for some fallout :)

 

23
The 7DRL contest sounds interesting - not sure if I'll be entering, I want to work on a non-roguelike for my next project. Maybe next year I'll be keen.

Although you never know, I might be tempted at the last minute.

24
Programming / Re: Action Points?
« on: January 26, 2008, 04:19:23 AM »
Is your game avail for download Stu?

25
Programming / Action Points?
« on: January 26, 2008, 02:12:01 AM »
Are there any Roguelikes out the that use an 'action points' type system, most of them seem to have a you move/enemy(s) move system.

I was thinking something sorta like fallout, so the player might have 4 action points and walking uses 1 point, shooting 2, accessing the inventory 1, reloading 1 or whatever - Action points could of course be increased with dexterity or speed potions or some such thing.

And monsters could have n action points also - Order could be resolved by somekind of initiative test at the begining of a round.

Just a thought - might include something like that in my next rougelike (if I get around to making one)

An action points system might also be more condusive towards squad or party based games.

26
I am hoping so. Before I start the real roguelike I want to make I'll probably just toy around with a couple of basic Rogue-clones just to get the feel of writing a roguelike and coding in C. I don't know what language I'll end up using but eventually I may switch, it just depends on how much I like C as opposed to other languages.

You will probably switch as time goes on :) I've played with a number of programming languages and the basics are pretty similar, but you'll be a much better programmer if you learn multiple paradigms for problem solving. Personally I prefer OO design languages (C++, C#, Java) Although I haven't played around with functional languages yet.

Theres almost no better way to learn a programming language than to write a (small but non-trival) project in it - Roguelikes are probably a perfect fit.

27
Hello, my name is Joshua Smyth and I'm from Auckland, New Zealand - Lord of the Rings, Hobbits, yadda, yadda.

I'm 25 years old, which is why I should hurry up and graduate and get a real job :)

Unlike most of my university friends, instead of working over the summer I thought it would be fun to sit on the dole and have a go at programming a game. So over the past 3 months I've been programming my first Roguelike Caverns of Underkeep  I'm due back in class in one month's time so I have to wrap Caverns up soon. But I'm pretty sure I'll get the game done before then.

My favoriate roguelike game is Castle of the Winds (which is pretty obvious if you've played Caverns) I've tried to get into Nethack and some of the other ones but I just can't remember which key does what damnit! So I guess my current interests are in improving roguelike UI - I like alot of what Slashie has done with his games.

I have lots of ideas for games, both roguelike and not, and I'm happy to work on them in my free time for the next few years while I save money to start my own studio! Mawhaha!

I also want to spend more time developing my artistic side, drawing and that kind of stuff.


 

28
Programming / Re: Messing with dungeon generation
« on: January 25, 2008, 03:53:22 AM »

@Joshua: Java was a good choice, have you tried Java Web Start? It may make some things easier...


No I haven't - I should probably look into it for the next game though. Thanks for reminding me.

29
Programming / Re: Messing with dungeon generation
« on: January 24, 2008, 09:11:46 PM »
Underkeep tilted my firefox. No matter, Java-based games are always crap.


Will have to try fix, what version of firefox are you running? - The thing I don't like most about Java is that there are so many combinations of platforms that it runs on that to test it on everything is a real pain in the ass.

There are plenty of good and bad things I can say about Java from both a programmers and a users point of view. But I wanted to make a browser based game, my choices? Java or Flash (or Silverlight) in the end, ya just gotta pick one and roll :)

As far as the cave level goes, it's also awesome! It reminds me of the first levels of Rune! I can imagine waterfalls in there, gloomy environments, mist from the dark, stale pools... very nice work! Congratulations! And the approach does indeed seem simple! I look forward to reading the more complete article!

Thanks, I should really add more enviromental stuff to the game. However at this point I'm quite willing to just get Caverns finished and start working on a new game :)

30
Off-topic (Locked) / Re: What do you do for a living?
« on: January 24, 2008, 07:44:50 AM »
Im a student. Six months to graduation! BA/BSc in Maths and Compsci

Soon I'm gonna need a job :)

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