Author Topic: New to development, no stranger to Roguelikes though  (Read 12255 times)

honey_spider

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New to development, no stranger to Roguelikes though
« on: November 26, 2012, 02:37:50 AM »
Hey everyone.
 
I have been playing ZAngband on and off for over 10 years now, and have dabbled here and there into other roguelikes over the years and I have decided it's high time I wrote my own.
 
Before I get too far, I wanted to ask about your experience programming Roguelikes.
 
I will be using C++ and SFML 2.0RC.
 
I looked into nCurses and libcod but neither of them seem to have the flexibility I need.
 
There are some tutorials out there, but they all seem both to teach terrible programming practice and are in high level languages.
 
Does anyone here have any interest in programming a Sci-Fi story Roguelike with some adventure-game-like aspects and a "used future" feel?
 
Is there an API that you feel might be better suited to the job?
 
Thanks for reading ...I will be perusing these forums for ideas and the like over the next few weeks :3

getter77

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Re: New to development, no stranger to Roguelikes though
« Reply #1 on: November 26, 2012, 03:07:47 AM »
I got nothing save for the fact of Welcome Aboard, game concept sounds nice, and maybe Cinder could come in handy for something since modern C++ looks to be the core for this project?

http://libcinder.org/
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honey_spider

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Re: New to development, no stranger to Roguelikes though
« Reply #2 on: November 26, 2012, 04:33:12 AM »
Thanks friend, I shall look into it.  The main reason I chose SFML is that it makes handeling sprites really easy for me -though it was not designed with Roguelikes in mind.
 
I guess if someone does come across this post, what I should have asked is this -is there an API out there that is good for Roguelikes && Sprites with opacity && C++.

kraflab

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Re: New to development, no stranger to Roguelikes though
« Reply #3 on: November 26, 2012, 07:23:12 AM »
Native sfml already has everything you need, if you're talking about the graphics.  If you're talking about various algorithms, I think doing it yourself is not that bad.  If you don't know a lot about programming, it will get you some good practice, and if you do it will be very fast.

Well, that's my 2 cents.

I'm the guy that enjoys coding new data structures, so your mileage may vary.

Darren Grey

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Re: New to development, no stranger to Roguelikes though
« Reply #4 on: November 26, 2012, 11:07:17 AM »
There are some tutorials out there, but they all seem both to teach terrible programming practice and are in high level languages.

Terrible practises are how you get things done  ;)  I don't know anything about making graphical games, but libtcod + NotEye might be able to get the job done for you.

Quendus

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Re: New to development, no stranger to Roguelikes though
« Reply #5 on: November 26, 2012, 02:40:02 PM »
I haven't tried using it for sprites or turn-based games yet, but in my minimal experience of both, SFML 2.0 is quite a lot more convenient than SDL. NCurses/PDcurses and libtcod are rather nice if you can accept their inability to draw at the sub-tile level, but if you want to do DCSS-like minimaps and things, SDL or SFML is probably the way to go.

Roguelikes tend to be sufficiently undemanding of computer resources that the performance hit of high-level languages isn't a problem, but of course if C++ is the easiest language for you to write in then that's the best choice.

If you're not interested in reimplementing dozens of standard algorithms that almost all roguelikes use, you might want to consider including libtcod but excluding its display modules - if you don't mind its implementations, you can get data structures for maps, field of vision calculations, pathfinding, (boring) dungeon generation and (boring, if you don't put effort into it) heightmap generation. With no libtcod console, you could feed these computations into your own SFML display module.

What you have planned for the game's setting/story/gameplay?

honey_spider

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Re: New to development, no stranger to Roguelikes though
« Reply #6 on: November 28, 2012, 01:34:37 AM »
What you have planned for the game's setting/story/gameplay?

Since you asked :)
 
It's going to be set on a gigantic space station of sorts, akin to a mix between the Death Star and a harbinger, only much larger ...and very very old.  So old in fact, that any original crew are long deceased and whatever its original purpose served an age ago.  Think thousands of years.
 
It is now home to hives of pirates, refugees and smugglers of both human and alien origin none of whom will have explored the full extent of the ship -which in good Roguelike tradition will be an endless maze of corridors, shafts, docking bays, cargo holds and much, much more.
 
For now, @ will awaken in a long dormant hangar from some kind of stasis in an escape pod where the adventure will begin.
 
When I get home, I will post a couple of the assets I have so far -I am going for a "used future" look -a mix between Blade Runner and the original Star Wars trilogy.
 
I also have some music I have produced which I will link later too -I think it will help give a feeling for the atmosphere.
 
To add a little flavour and humour I am going to add some NPC's such as Roger Wilco, Commander Keen, and Doomguy (from whos corpse @ will most likely find a red key card).
 
I will be using random dungeons between static 'hub' levels -similar to the town at dungeon level zero in Angband where @ can pick up quests, and talk to NPC's to gain some flavour and a taste of what is in store.
 
From the outlook I think it will take a couple of years by myself, though I may at some stage ask for help with some of the asset creation or maybe even passing out functions, but I am wary of this, and kinda like the idea of having my name to it all.
 
I was considering keeping a lot of this to myself until I have an actual product, but whatever -here it is  ...and for a title -my game is called "Heliacal Rising".
 
As for gameplay -I at the moment I am looking at a d6 system, similar to Shadowrun.  I want to incorporate some puzzles, quests, a little dialogue, key cards and doors, random items, implants, stat gain, levels and skills such as repair.
 
I also have some nifty original ideas for instance, a box of some kind that @ will have a minimal chance of stumbling across which may store ONE item which will be accessable by other @'s in other save games should they be lucky enough to stumble across it.  Kinda like a shared storage -only more Roguelike.
 
The gameplay itself will be easy to program.  It's the data management that will be challenging.  I think I will have to put together a crude relational database of some sort to tie stats and items to skills and so on.
 
Don't expect a great deal for some time, but I will be dropping by for help and ideas as the project progresses.
 
I'm doing well so far ...I just have to maintain the disclipline!
« Last Edit: November 28, 2012, 02:43:59 AM by honey_spider »

honey_spider

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Re: New to development, no stranger to Roguelikes though
« Reply #7 on: November 29, 2012, 04:32:33 AM »
Because I said I'd come back with some music =]
 
http://soundcloud.com/heliacal-rising/endless-maze

Alex E

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Re: New to development, no stranger to Roguelikes though
« Reply #8 on: November 29, 2012, 08:00:31 AM »
Because I said I'd come back with some music =]
 
http://soundcloud.com/heliacal-rising/endless-maze

That's pretty nifty! Did you make the music yourself?

honey_spider

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Re: New to development, no stranger to Roguelikes though
« Reply #9 on: November 29, 2012, 10:30:32 AM »
I sure did, and thank you.  My goal is to do all the music, tiles and programming myself :3

guest509

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Re: New to development, no stranger to Roguelikes though
« Reply #10 on: November 30, 2012, 01:43:47 AM »
TY for the song!