Author Topic: The "How did you get into roguelike development Thread"  (Read 54781 times)

Krice

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Re: The "How did you get into roguelike development Thread"
« Reply #15 on: September 23, 2007, 01:07:29 PM »
That was a pretty stupid comment on my part.

Perhaps not so stupid after all. I have been an ass in rgrd, but I hope it's now over, because I have had a personal enlightenment.. a kind of.

Slash

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Re: The "How did you get into roguelike development Thread"
« Reply #16 on: September 26, 2007, 06:27:37 PM »
Dont worry about that, everybody has its own personality..

I have seen "worse" people there, Twisted One (a.k.a. Neo) comes to mind :)

Anvilfolk

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Re: The "How did you get into roguelike development Thread"
« Reply #17 on: September 26, 2007, 06:51:34 PM »
I'm glad I've never met him ::)

Anyway, it's great to hear that :)
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valianjuan

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Re: The "How did you get into roguelike development Thread"
« Reply #18 on: October 12, 2007, 01:56:39 PM »

Let's see...  I've loved roguelikes since the first time I played them a long time ago.  :-* When I was learning to code in college I started one that blew up too fast as my imagination got ahead of my ability.  :o I ended up with nearly unusable code.  :'( But you could push boxes around!  Since then, I've learned a lot, and realized that I need to slow down to speed up.  ::)

So now its a hobby, and we'll see how long it lasts!

Seby

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Re: The "How did you get into roguelike development Thread"
« Reply #19 on: January 17, 2008, 08:22:00 AM »
At the moment I'm not programming any RL because of lack of time, but I think I will go on with a 1 or 2 years old project.
What I've found annoying in the RL I've played, is the interface: I know most of the RL player love to see ASCII game and read 4 or 5 times the manual to understand the most common commands and associated keys, but I'd like a RL with nice tiles and an intuitive – all actions possible with max a few mouse clicks, shortcuts, a bar for the most used spells or objects... – interface.

I've started to build such an interface, I had time to implement the following features:
 - a dungeon generator (room, corridors, doors), Nethack inspired,
 - LOS and light,
 - a dynamic minimap,
 - a console and message manager, IVAN inspired,
 - player movement (adjacent tile, or A*),
 - basic monsters (walking randomly, no stats so can't die),
 - graphical inventory displaying the equipment and the backpack. It is possible to equip armor parts or weapon with a click'n'slide (during the slide, authorized equipment zone become green to see what can be equipped where),
 - a "goal" movement system: sliding an item somewhere on the map will cause the player moving to the target and dropping the item, attacking a remote monster with a melee weapon will cause the player follow the monster and attack it when in an adjacent tile (and the path will be re-calculated as the monster move),
 - a sort of status bar, displaying what is under the mouse cursor, and what are the associated actions (eventually something like "left click to open the door, [ctrl] + left click to kick the door"),
 - displaying the stats or the inventory just make the main screen smaller, so it's possible to play with the inventory screen open,
 - XML-files for items and monsters (no need to compile the project again to add an item).

I hope I will have time someday to continue this project, and I will post it if I can find it again (I've changed my computer, and I can't find the CD with all my dev work :( ).

JoshuaSmyth

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Re: The "How did you get into roguelike development Thread"
« Reply #20 on: January 24, 2008, 07:01:41 AM »
Lets see.. I think the game that got me into Roguelikes was Castle of the Winds :) Fond memories.. There were a couple of others but I forgot their names. Personally I prefer graphical roguelikes, guess that doesn't make me as pure as some of you - I guess that also explains how my game Caverns of Underkeep has turned out.

Currently I'm playing through some of Slashie's games - I really like how some of the combat skills work in Escape from mt Drash. And the swimming, jumping thing in the Castlevania roguelike is pretty cool too.

I got started programming Caverns when I just scrapped a hobby RPG project that just became too ugly (this was before I knew about OO design) and I was looking for a smaller project to do - hence a roguelike. I also wanted to make a game I could complete over the summer (One month left)

I also decided to write it as a java applet, which would further reinforce the need for me to keep the scope of the game down.

I will probably program another roguelike or two (amongst other projects) over the years. I think theres a lot of things that can be done with procedural generation still.
 

www.tinyfrogsoftware.com <- Browser based Roguelike