Author Topic: Tfcrl release (0.0.1)  (Read 7345 times)

scott edgar

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Tfcrl release (0.0.1)
« on: July 18, 2012, 08:49:09 PM »
I am afraid this release is little more than a tech demo at the moment, but I am releasing it in the hopes that it will motivate me to increase development speed. Feel free to download and try it out if you like!

From my development blog at http://roguelikesme.blogspot.com/

Quote
TFCRL 0.0.1
The Four (forty?) Challenges Roguelike release 0.0.1

 Instead of a lengthy post on design decisions for what I want this roguelike to be, I opted instead for a relatively quick and dirty post in the interests of getting stuff out there. At the moment it is more of a tech demo than game, but this should change over the next few months. My hopes is that this blog encourages me to put out updates quickly and often.

Interesting(?) feature list so far:

Line of sight algorithm implementation - As this was something I did with almost zero research, I am surprised at how well it turned out to be honest. It seems fast enough for a java implementation. Only problem is the lack of sight range of long walls when a character is right next to them. I plan of fixing this if it seems to create too many problems. Included is a basic map for looking at the line of sight stuff.

Completely customizable controls - A feature that I feel is lacking from roguelikes I play is a customizable control set. Mine should allow a player to remap (almost) any key to any function in the game. It should also be easy to make presets, and I plan to have presets for some of the basic roguelike control schemes. (angband, nethack, adom, ect)
 After putting down this feature list it sadly doesn't seem to be very much. Most of what I have done so far though is lay the groundwork for more features down the line. This should hopefully pay off with increased speed of development.

 Special thanks to Slash and his wonderful java roguelike library! http://slashie.net/libjcsi/


If you would like to try out what I have created:

 Download runnable .jar file and source code at: http://minus.com/lf95EHYK5b4Hr

I plan on doing posting small updates often but I will only update here for larger ones.

getter77

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Re: Tfcrl release (0.0.1)
« Reply #1 on: July 18, 2012, 11:40:17 PM »
Keep at it!   8)

In terms of the "tech demo" aspect, well, what things are in the pipeline further as far as tech goes before you get into setting and more of the game aspects?
Brian Emre Jeffears
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scott edgar

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Re: Tfcrl release (0.0.1)
« Reply #2 on: July 19, 2012, 09:00:45 AM »
It should be a few weeks till it gets more interesting, though basic features will be coming in quickly I hope. I don't foresee anything that will completely stump me but I have been wrong on that before.

getter77

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Re: Tfcrl release (0.0.1)
« Reply #3 on: July 19, 2012, 11:41:30 AM »
Got any areas brewing on the tech side you reckon to be pushing one envelope or another or are things heading towards something hopefully done in a solidly classical style?
Brian Emre Jeffears
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scott edgar

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Re: Tfcrl release (0.0.1)
« Reply #4 on: July 19, 2012, 07:49:32 PM »
Nothing terribly interesting on the tech side. More of what I plan on working on is on the features side.

Ill release a blog post soon on what I am planning for a few things, ill make sure to post it here as well.

scott edgar

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Re: Tfcrl release (0.0.2)
« Reply #5 on: July 31, 2012, 07:28:31 AM »
TFCRL 0.0.2 is released
Post about that is here http://roguelikesme.blogspot.com/2012/07/tfcrl-version-002-release.html

Not a whole lot of new stuff there, but more importantly a dev blog post of the story premise.
Post here: http://roguelikesme.blogspot.com/2012/07/the-tfcrl-story.html

getter77

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Re: Tfcrl release (0.0.1)
« Reply #6 on: July 31, 2012, 11:32:31 AM »
Gist of the premise seems solid and leaves plenty of room for finer details and outlandish bits---keep at it and condolences for the familial loss, as I too know how such sad matters can inhibit things.
Brian Emre Jeffears
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