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Programming / Re: PYTHON: pros and cons for rougelike development
« Last post by Krice on February 19, 2019, 10:12:01 AM »
I remember trying C# and I was annoyed by the amount of stuff generated for "forms" app. I guess it's also possible to create a console application, but that's too simple. I wish it had something like an empty canvas app you could then add your own gui routines etc. Console application models of VS in any language are ridiculous, because in Windows the console is slower than first 8-bit computers were. Otherwise you could program ASCII roguelikes in C# for sure. I don't know what is the deal with Windows console anyway. How it was possible to make it that slow.
Announcements / Re: Cogmind (now at Beta 8)
« Last post by Kyzrati on February 19, 2019, 01:58:21 AM »
Huge new in-depth blog post "Level Design and Shaping a Cogmind Experience," giving a complete rundown of the entire process behind designing and building a new map, and explaining how it integrates with gameplay. Covers everything from concepts, notes, the design doc, thinking high-level gameplay, integrating it with the world, creating and adding content...

Announcements / Re: Rogue Fable III
« Last post by BrianHart on February 18, 2019, 01:31:21 PM »
I'm impressed, nice work OP. Less forgiving than what I'm used to, although my taste in roguelikes is pretty softcore.
Player's Plaza / Re: Stupid marketing of non roguelike games
« Last post by Krice on February 18, 2019, 08:08:42 AM »
It's not that bad here, you should see Reddit. It doesn't really matter, because both "roguelites" and people who play them are more like regular bunch who operate on another level. Then again I'm also annoyed about advertising of games which are not roguelikes when they still use the word roguelike. But those developers need money, their motivation is based on money and I guess "genres" help players find games they are interested about. When you think about the commercial scene it's probably just as crazy as it ever was. Everyone is trying their best to extract money from unsuspecting young players, it was exactly like that when I was younger and spent money on dumb games I never should have bought.
Major Roguelikes / Re: Nethack 3.6.2
« Last post by Krice on February 18, 2019, 07:57:46 AM »
Then again sometimes the game doesn't feel that balanced so who cares what they add into it. Like the last one, I had AC 2 and stepped in a rolling boulder trap which instantly killed my archeologist (14 hp) in DLVL 3. There is nothing you can do, although I guess if there is a boulder in a room it could indicate a trap. I think boulders aren't often created in regular rooms. Before that I tried to kill a gas spore with a priest in I think DLVL 2 or 3 and that was also a bad idea.
Player's Plaza / Stupid marketing of non roguelike games
« Last post by Banesatis on February 17, 2019, 04:30:05 PM »
I know that this topic is talked about daily, but i just want to get this off my chest.
It's extremely infuriating how marketing of games that are not roguelikes exploits the genre. Why do they insist that their games are roguelikes? Is it "cool" being a roguelike?
I don't even know how is this possible, who would think to exploit a niche genre?
I hope that this permadeath and procedular levels trend dies out. Maybe then real roguelikes will have a resurgence.
This has gone so far that like every single month some fake roguelike comes out and thousands more people argue on the internet hooooow much they love dem roguelikes, only for true fans to correct them and then we are called pendantic. It's not "Not a big deal, definitions change" I don't want for another genre to die.
Early Dev / Re: The Red Prison - roguelike based on 5th edition D&D
« Last post by pat on February 16, 2019, 12:48:25 AM »

* Reversed display order of weapon name and to-hit bonus. It occurred to me that it was back to front.

* Reduced rest counter from 100 to 50.

* Started work on level 2 wizard spells - darkness, flaming sphere, hold person, invisibility, magic weapon, misty step, shatter, web.

* Started work on level 2 cleric spells - aid, lesser restoration, prayer of healing, silence, spiritual weapon, warding bond.

* Finished darkness spell. Allows caster to target a tile and darkness effect applied to that tile and every tile within 3 steps of that spot. Overrides all illumination effects and creates an artificial dark pool. Required changes to the Effect class to allow for invisible effects and dark effects and also changes to the light calculation routuine to look for these new dark objects.

* Added changes to the general effect system. Previously it was only used for the torches seen on walls. They weren't items in the usual sense but rather an abstract effect which had the illumination tag attached. Darkness was the first effect which wasn't permanent so that meant that different issues came up with durations, effects taking turns to count down duration and finally, removal of spent effects. All these issues sorted which opens the door to a pretty useful system for things like flames, clouds, gases, caltrops, oil on the ground etc.

* Added darkness spell to all characters with the preset Human Wizard start for testing purposes. Otherwise 2nd level spells don't appear in-game yet because spellbooks are on the to-do list.

* Finished flaming sphere spell. Like for darkness, current version has it added as a spell for the preset Human Wizard for testing purposes. Creates an immobile object on the map with the illumination property. Added a special case for the Effect class take_turn function which searches for all creatures adjacent. They make a saving throw against the caster's spell power (saved in the flaming sphere object as a special variable). On a successful save, they take 1d6 damage. On a failed save, they take 2d6 damage. Fire immune creatures are not affected.
Programming / Re: PYTHON: pros and cons for rougelike development
« Last post by Tzan on February 15, 2019, 04:15:57 PM »
C# is very similar to Java.
Unity uses C# and has a rogue-ish tutorial in the learning section.
Programming / Re: PYTHON: pros and cons for rougelike development
« Last post by Krice on February 15, 2019, 07:15:08 AM »
Visual Studio 2017 for C#, its free.

That's obvious, because it's also a C++ IDE and I have it. C# is not that interesting, but maybe I should give it another try.
Hello everyone.

I've been playing Roguelikes for the past 20+ years, beginning with Moria. Some favorites over the years include MAngband, ADOM, GearHead, DoomRL, and Dwarf Fortress.

I've recently begun developing my own Roguelike, sort of a cosmic horror(think H.P. Lovecraft) dungeoncrawl called Viridian Abyss. I intend to release it here in the early dev forum once it's a bit more polished, thanks to the advice of a long-time member of this forum, but here's a screenshot from the current development version, if anyone's interested:

Edit: Evidently, my account hasn't been verified to a degree where I can use attachments or post images, so no picture =P Anyway, the game itself will be available soon.
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