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Messages - purestrain

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136
Programming / Re: Good ways to do LoS
« on: July 22, 2009, 10:41:09 AM »
I guess your routine fails

137
Traditional Roguelikes (Turn Based) / Re: GORE 0.1.0 released!
« on: July 14, 2009, 10:53:24 AM »
Vector vel += ( (acc+grav) * deltaT);

Vecdot vel = Vector.add(vel, Vector.multiply(Vector.add(acc,grav),deltaT)));

I surely don't miss something like the second line and keep to my sugar... ;-)





138
Traditional Roguelikes (Turn Based) / Re: GORE 0.1.0 released!
« on: July 13, 2009, 06:43:01 AM »
Vala, yay... i once converted parts of my D framework (former c++ framework) to vala, but lack of operator overloading (and some other things) and very big compile times got me to skip it.  At least the index-operator was implemented after some irc-chatting.

Any good IDE/Debugging Support now? I'd like to revisit the language again...

139
Programming / Re: Is there a better way to do this?
« on: June 25, 2009, 06:48:52 AM »
Hello,

i would do something similar to the first approach. Let every npc be a "creature" (maybe keep npc, but i like to handle every living object the same, incuding the player) and create templates for specific ones. After creation you just have to create a clone.

E.g.
Templates.Add( new Creature("orc",100,10,10));
Templates.Add( new Creature("elf",50,40,40));
........
Creature concreteOne = CreatureFactory.Create("elf"); => this would do a lookup and create a copy.

maybe:
Creature.Clone()
{
   return new Creature(this.health, this......);
}

If you really want to have different classes for different NPCs, you should try the factory pattern. Basically each specific creature has a factory which instantiates the proper object.

e.g.
ICreature = CreatureFactory.Create("elf");
Now the creature factory has 10 concrete factories registered and create the proper object. Maybe use the chain of responsible pattern to check if the factory can handle the request.


BanditFactory : ICreatureFactory {
  bool CanHandle(string request) {
    return request == "bandit";
  }
  ICreature Create() {
    return new Bandit();
  }
}

Bandit : ICreature {
 ...
}


Just some thoughts

140
Programming / Re: Looking for a Team
« on: June 23, 2009, 10:44:00 AM »
I'm currently working on a "semi-true" 3d "roguelike" - Gameplay remains strictly 2D (e.g. 2d maps like doom, no lookup/down) with 3rd persion camera. The result is a mixture between a roguelike and gauntlet (maybe like egoboo).

But its written in D and currently more sci-fi themed like alien breed.

Quote
I think it's not so much teamwork itself as being able to find people to work on _your_ game rather than you work on _theirs_.

Thats the problem ;-) But the little critters from Tron look nice - maybe you can tweak them (legal issues) and do a md2-model for me?

141
Programming / Re: Connecting rooms
« on: June 09, 2009, 04:35:43 PM »
i bet they aren't boring and you can't distinguish between a "freestyle" and a "strict" one. Lets have a contest?  ;)

142
Programming / Re: Connecting rooms
« on: June 09, 2009, 10:49:27 AM »
As for everytime i recommend using a space partitioning algorithm (not necessary bsp). It gives you lots of possibilities compared to a purely random approach, and the generated maps are very cool and not prone to errors.

http://roguebasin.roguelikedevelopment.org/index.php?title=Abstract_Dungeons

http://roguebasin.roguelikedevelopment.org/index.php?title=Grid_Based_Dungeon_Generator

Theese approaches are so cool that they even allow me to easily build polygonal representations for my current 2.5d game - I just need some information for each "area": type (room, tunnel, cave), neighbour areas and entrances.


143
Other Announcements / Re: 2009 7DRL Challenge Ideas!
« on: January 27, 2009, 11:27:07 AM »
I always wanted a diablo clone in wh40k universe... playing a terminator and fighting tyranids :-)

Well; i'm too thinking of a mission based roguelike, with character upgrading only between missions. Missions should take not that long; between them you can choose to do some sports (maybe endurance-sports; strength-sports...) or spent your time on a shooting range and so on.

144
Traditional Roguelikes (Turn Based) / Re: 3D roguelike
« on: September 09, 2008, 06:27:53 PM »
More precise?
Quote
Btw, a new version is available (0.1d). It uses shaders for per-pixel-lighting and fog.
0.2d - it now has 3d model support.
0.3d - now with other fancy stuff.
0.9d - now with much more fancy stuff.

But where is the roguelike? Where is the content? Nice demo, nice framework.

Using Ogre/Irrlicht would have a higher chance of success.

145
Traditional Roguelikes (Turn Based) / Re: 3D roguelike
« on: September 08, 2008, 11:21:36 AM »
Forget about fully 3d. You won't ever finish it.

146
Traditional Roguelikes (Turn Based) / Re: 3D roguelike
« on: September 04, 2008, 04:44:31 PM »
Hi,

Smoothly walking is ok; i did it for my first roguelike attempt, later i decided to stick to the classic way.

But keep it 2d with 3d graphics; i really dislike 'true' 3d games since they only get much more complex without great gameplay differences. :-)

147
Traditional Roguelikes (Turn Based) / Re: 3D roguelike
« on: September 04, 2008, 10:23:54 AM »
Um.... must and must not be...

3d in your terms is just a different presentation layer i would say... so it should have everything a normal 2d roguelike has.


148
Programming / Re: How to do this?
« on: June 22, 2008, 05:49:13 PM »
If anyone wants to try D - Have fun with lots of compiler errors  ;) But its a good alternative to c++, i'm using it for game development; and my aborted roguelike is written in D.
http://retroforge.de/~md/index.php/archives/37

149
Off-topic (Locked) / Re: Realtime Roguelike
« on: June 18, 2008, 05:28:38 PM »
Well; My first thought was (for targeting at any tile) to devide the playfield into 3x3 (for the direction keys), after the player chosed the first square, its again divided into 3x3 - So you could possibly aim at any tile within 27x27 square range within 3 keystrokes.

Will have to test if it is usable.

150
Off-topic (Locked) / Re: Realtime Roguelike
« on: June 17, 2008, 06:44:58 AM »
Controls:
So how would you aim to a specific tile with keyboard controls under realtime conditions? Or do a "look" command? Cycling with Tab?

Size of target audience:
Don't most programmers like if at least some small people play their game?

Tilebased movement within a realtime game:
How can the movement be done? If i do a step forward, it takes some time.
3 choices come into my mind:
- First move to other tile, update FOV and wait for action to be finished
- Wait for action to be finished; Move to other tile (if its not used by another creature then) and update FOV
- Do a mix; Take e.g. 50% pre-delay, move to to other tile (update fov) and do another 50% delay

I can't remember diablo1 right now: It had tilebased movement, right? Just with animations between movement from one tile to the next?


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