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Messages - purestrain

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151
Off-topic (Locked) / Realtime Roguelike
« on: June 16, 2008, 06:35:42 PM »
Hello,

I'm currently (several month now) thinking about a realtime roguelike. I can't get enough pro/cons to make a final decision. And almost every week i'm again thinking about it.

Would a realtime roguelike be 'roguesih'?

What mechanics should be used? Mainly turn-based (commands take time, time progess is continous, e.g. 1round/100ms) or almost realtime with non tilebased movement?

Would it be fun? I really like the tense of realtime games but its also hectic and non relaxing.

Should it be chosable? (e.g. player can choose a mode which stops the game logic after the players action is over, or just keep it continous running).

How about multiplayer? I thought about a 30 minutes roguelike which _could_ be played in multiplayer, but only cooperative as a party.

What about controls? Realtime would force the players to use a mouse.

What about the target audience? Roguelike scene is very small, it would even be more smaller if it is a realtime rogue....

thoughts about thoughts, and i never come to a good conclusion.

152
Programming / Re: Adventures of Da'lar
« on: June 16, 2008, 10:42:57 AM »
Why does just everyone start with a blog but actually nothing playable? Just like in general many hobby game developers create a fancy webpage with '... great game, features, screenshots soon' but nothing more to hear.

153
Off-topic (Locked) / Re: What do you do for a living?
« on: June 12, 2008, 06:04:18 PM »
Software engineer

154
Programming / Re: Do you like your game?
« on: May 05, 2008, 10:59:21 AM »
In my abandoned first roguelike, i like the use of sfx/music and graphics/graphics effects; and especially the item/inventory thing: a rifle clip is a rifle clip and not a huge box of 200 bullets. :-)

155
Programming / Re: Terrain objects
« on: April 27, 2008, 03:01:45 PM »
Is this supposed to be a development diary ?

156
Programming / Re: Terrain objects
« on: April 07, 2008, 10:43:42 AM »
I'm using inheritance but not in the area of game objects, since every inheritance is a hard coded specialization which i usually dont want... :-) Of course i'm deriving CompDestroyable from a base component, entity from a more generic node, textbox from widget and so on.

I don't want you to drive away from inheritance, but i think inheritance is mostly overused where composition is the better alternative. And creating new objects is like using Lego :-)

Greetings


157
Programming / Re: Terrain objects
« on: April 06, 2008, 05:32:39 PM »
I would go anvilfolks way, too. In 'something with zombies' i used composition instead of inheritance. So i got a single entity object which had lots of internal property objects.

And as i feel boring, i'll write something more:

- CompDestroyable (Component destroyable)
- CompDamageInflictor (several damage attributes and so on)
- CompDamageRepellent
- CompExhaustible ( amount, maxamount... e.g. clips, food, everything which decreases in quantity )
- CompWasteable ( everything which decreases in quality )
- CompConsumable
- CompPickup ( weight, volume )
- CompCreature ( strength, intelligence ... )

Keep track of all your objects in a calc sheet, divide their attributes in components and there you go with the most generic system you can have. I ended with a hundreds of rows for objects and ~15 components.

And a little bit more, how everything works together:

The steps for taking damage e.g. are the following:

- Check if item is DamageInflicting > store the base damage
- Check if any other damageInflicting objects are attached to the item -> add damage (e.g. a scope mounted on the rifle could increase damage, or different ammunition types could modify base damage of rifle)

- Check if target itself is destroyable
- Check if target itself is DamageRepellent -> modify damage
- Check if any other damagerepellent objects are attached to the item -> modify damage
- Do the damage to the target

Goes a little bit off, but i could not stop writing... sorry

158
Other Announcements / Re: 7DRL Reviews!
« on: March 28, 2008, 11:41:39 AM »
Yeah; I think some people use ascii and call it a rogueliike, but its way different :-)

159
Programming / Re: SomethingWithZombies - 7DRL Progress
« on: March 13, 2008, 08:35:34 PM »
Aborted. I posted a link to download on rgrd. It can be downloaded on:

Controls are here:
http://retroforge.de/~md/

Direct download link:
http://retroforge.de/~md/built.zip

Please leave me a comment, perhaps motivation rises again when times are better. turn on sound :-)

160
Programming / Re: SomethingWithZombies - 7DRL Progress
« on: March 11, 2008, 10:16:15 PM »
Thanks. Motivation rises again :-)

Today i've implemented 3 different FOV Algorithm.

This one (http://www.geocities.com/temerra/los_rays.html) did not work; i could see behind walls. But it looks quite very interesting, will fix it later. Later on i decided to keep a raycasting algorithm with some support from #rgrd. Thanks guys!

Enemies are no a little bit smarter, and projectiles now travel along the breshenham line. 4 more days left :-)

One thing which i'm proud of: Ammunition is really kept in clips, and reloading will change to the fullest one. Doomed, who has lots of clips with 2-3 bullets left and needs to reload often, while walking dead is chasing you :-)

But i want to implement a 'refill' action, so that empty clips can be automatically refilled if you are in a safe position.





161
Programming / SomethingWithZombies - 7DRL Progress
« on: March 11, 2008, 11:45:58 AM »
First: I like the title "SomethingWithZombies" and will stay for it until 7DRL ending  ;D Here comes a small progress update:

As i wrote on my blog (http://retroforge.de/~md/), monsters can now move,doors are working, combat system and map generation is basically ready.




For the end of the period i have to implement a better field-of-view method and make lots of usability changes. But i think i'll get a game working :-)

Sorry, seems like the wrong forum.

162
Other Announcements / Re: The 2008 7DRL Challenge Thread!!
« on: March 10, 2008, 08:35:04 PM »
I'm currently messing everything up... so much planning on a framework, but as i started the 7drl i end with lots of ugly code, just to get something ready.

I think, after the 7drl will be enough time to clean everything up and make a better framework. For a 7drl i would say architecture can be forgotten (at least for the first one) :-)

163
Programming / Re: fov: radial or square?
« on: February 15, 2008, 07:11:18 PM »
I think talking was about FOV only.

164
Programming / Re: fov: radial or square?
« on: February 09, 2008, 12:37:43 AM »
I cant see the difference. The algorithm itself is responsible for annoyances, not the distance break condition. Does it a difference whether i break at ( (dx*dx)+(dy*dy) > 100) or (abs(dx)>10 or abs(dy)>10) ?

165
Programming / Re: Action Points?
« on: February 04, 2008, 08:20:34 AM »
I think a general classification should always exist. I planned that the player should be given no real numbers; and only estiminations about what he or others can. It would help and doesn't require me e.g. to count hits and make an average of them to know my skill in swordfighting. I'm against number; since numbers can force a good game into a calculation sheet.

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