Author Topic: Roguelike Game Kit  (Read 27565 times)

ido

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Re: Roguelike Game Kit
« Reply #15 on: July 14, 2010, 03:38:02 PM »
As long as a version is available under a BSD/MIT-like license it doesn't matter much to me.
« Last Edit: July 14, 2010, 03:40:12 PM by ido »

Etinarg

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Re: Roguelike Game Kit
« Reply #16 on: July 15, 2010, 12:55:08 PM »
I was wondering if it matters to the project - e.g. if potential contributors will prefer to publish under GPL only, and be scared away by the dual license, which requires them to release their work also under the BSD license (or vice versa). I feel uncertain about the issue and will wait until I have a clearer picture of it.

Meanwhile I have written a page how to lift the map display code from the walkaround demo to a level that "real" roguelikes will need - e.g. to handle secret doors and hidden traps.

https://sourceforge.net/apps/mediawiki/rlgamekit/index.php?title=Separate_display_representation_from_map_representation

I hope the description is clear enough.

ido

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Re: Roguelike Game Kit
« Reply #17 on: July 15, 2010, 12:59:15 PM »
Since you hold the copyright you can always drop the BSD license in the future when/if it starts to bother potential contributors.

You won't be able to apply it retroactively for old versions but you will be able to release a GPL-only version.

So as long as all the code remains Copyright <your real name> 2010-20xx it is a non-issue.

Etinarg

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Re: Roguelike Game Kit
« Reply #18 on: July 15, 2010, 01:02:13 PM »
Ok, good. I think I have prepared things so that I can dual license the next release.

ido

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Re: Roguelike Game Kit
« Reply #19 on: July 15, 2010, 01:08:09 PM »
Great!

Just to make sure we are on the same page here: there are several BSD licenses, some of which are not GPL-compatible and only one of which is MIT-equivalent.

I was talking about the most recent one (that is also used by FreeBSD) which is the 2-clause license and is equivalent to the MIT license.

Alternatively, you can also just use the MIT License directly and avoid confusion :)
« Last Edit: July 15, 2010, 01:10:12 PM by ido »

Etinarg

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Re: Roguelike Game Kit
« Reply #20 on: July 15, 2010, 01:22:52 PM »
Seems I had an older (?) BSD license text, which had three clauses. The third looked odd to me anyways, the two clause version that you linked should be just right. Thanks!

Etinarg

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Re: Roguelike Game Kit
« Reply #21 on: July 17, 2010, 10:47:33 AM »
I've updated the licensing data and files on Sourceforge, so this release is now available under the GPL and a BSD style license.

The pathfinding module is finally usable and there is a new demo application included (demo/pathfinding) which shows the pathfinder in action:


You can start the pathfinder demo this way:

Code: [Select]
java -classpath RoguelikeGameKit.jar rlgamekit.demo.pathfinding.PathfindingMain

It can happen that the map is completely obstructed and the player symbol is stuck in the top left corner. In this case, just quit the demo and start again - it will generate a different "wilderness" map each time and most are good for showing the pathfinding in action.

The @ symbol will move automatically and collect the X symbols. The X are placed randomly, and the pathfinder guides the @ there each time. The demo will not place X in inaccessible places.

To quit the demo, just close the window.

Quote
NEW: Pathfinding demo (rlgamekit.demo.pathfinding.PathfindingMain).
NEW: Path class can now do 8-direction and 4 direction pathfinding.
NEW: Number of map layers to be generated can now be handed to
     dungeon generator via config values.
FIX: Fixed a bug in integer value parsing for dungeon config data.

You can fetch release 7 from Sourceforge:

http://sourceforge.net/projects/rlgamekit/files/
« Last Edit: July 17, 2010, 11:01:36 AM by Hajo »

Etinarg

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Re: Roguelike Game Kit
« Reply #22 on: July 20, 2010, 08:03:15 AM »
A new version was released.

Changes Since Last Release:

The menu system got a simple message display area. It might need
some more finetuning, but the interface should not change anymore.

There have been some code cleanups for both the walkround and the
pathfinder demo. Also the walkaround demo was expanded to showcase
the new message display area.

A new package "objects" was introduced, with an object registry to
link integer values of the LayeredMap class to game objects. No test
or showcase exists for this yet, so it might have undiscovered bugs.

Change Log:

Quote
NEW: Object registry to link int values from maps to game objects.
NEW: "PathDestination" interface for pathfinding engine. This allows
     to check "destination reached" conditions in a very generic way.
NEW: ASCIITilePainter got setFont() Method.
NEW: MessageDisplayArea class in the menu package to display HTML
     formatted game messages.
CHG: TiledMapPainter now supports a painting strategy for transparent
     tiles, too (which need to be painted in bottom up order).
CHG: Moved "newMap" method from MapDisplay to MapControl class.
CHG: Set pathfidner demo thread to be a "deamon" thread (in order to
     let the VM exit correctly if the pathfinding demo window was
     closed by pressing escape).
CHG: Split MapControl class from MapDisplay class to have a better
     separation of display and control code.

You can fetch release 8 from Sourceforge:

http://sourceforge.net/projects/rlgamekit/files/

Etinarg

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Re: Roguelike Game Kit
« Reply #23 on: July 21, 2010, 09:32:40 AM »
I have generated java doc for the project, and uploaded it here:

http://www.funkelwerk.de/data/roguelikegamekit/javadoc/

I hope this will be helpful for those trying to use the Roguelike Game Kit in their projects. The quality of the documentation varies, but I hope I got at least the important parts done well.

It is a bit newer than the latest version in the SVN. E.g. the area finder class was not commited yet. That will happen later the day after more tests. Actually it was just a test if the javadoc generation works, and then I decided to upload it as is, since it looked good enough ...


Etinarg

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Re: Roguelike Game Kit
« Reply #24 on: July 23, 2010, 08:04:12 AM »
Release 9 is now available from Sourceforge.

Changes Since Last Release:

The display map was split from the game map, to allow the demo to implement features like hidden doors and monsters moving unnoticed in remembered but not visible areas. This is not showcased yet, just prepared.

See also:
http://sourceforge.net/apps/mediawiki/rlgamekit/index.php?title=Separate_display_representation_from_map_representation

A new showcase was added to the walkaround demo, though. Each map will have  up to 4 gold keys randomly distributed. The player can pick them up by pressing 'g'. A simple inventory view was also added. It can be opened by pressing 'i'.

This showcase was added to show how to implement items. The "generic item data containers" mentioned in the change log are not used in the walkaround demo yet, but the object registry now is.

Change Log

Quote
FIX: Fixed javadoc mistakes.
FIX: Fixed "door" config property for dungeon generator.
CHG: Dungeon generator can now also parse Angband style a:r codes.
CHG: Moved part of the color code parsing into ColorCodes class.
CHG: Split display map from game map.
NEW: Added generic item data containers (not used yet).
NEW: Area class to find all reachable cells in an area.
NEW: Simple player inventory for walkaround demo.
NEW: Simple player inventory UI for walkaround demo.
NEW: Multiple choice box can now easily be centered on a frame.
NEW: Showcase for object registy and game items in walkaround demo.
NEW: Added color codes for brown and steel blue.

You can download release 9 from Sourceforge:

http://sourceforge.net/projects/rlgamekit/

Etinarg

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Re: Roguelike Game Kit
« Reply #25 on: July 26, 2010, 08:50:44 PM »
I've added a simple wilderness generator to the Roguelike Game Kit. It creates an enclosed 'wilderness' area of a given size.


The ~ are hills, ^ are mountains and the & are tree symbols.

The symbols and colors are configurable. I've started to write some documentation about it here:

https://sourceforge.net/apps/mediawiki/rlgamekit/index.php?title=The_Wilderness_Map_Generator

Well, basically you just tell the generator which symbols to use, and start it. The config example in the wiki just made the screenshot above. Sourcecode is in the SVN on Sourceforge, and the next release will have the wilderness generator included.



Etinarg

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Re: Roguelike Game Kit
« Reply #26 on: August 01, 2010, 02:44:08 PM »
Release 10 is now available from Sourceforge.

Changes Since Last Release

A wilderness type map generator and a mines type map generator have been added. The pathfinding demo now uses the wilderness generator to generate maps. The walkaround demo now randomly chooses mines or dungeon type maps for new levels.

The walkaround demo got a help action which is bound to F1 and will show the current key bindings (unsorted). Also there is now a "drop item" action to drop an item from the players inventory. It is bound to ctrl-d.

Some balance changes for the colors. Also the color set can now be customized by the application.

Change Log

Quote

2010/08/01
NEW: More items.
NEW: Walkaround demo now can generate mines and dungeon type
     maps.

2010/07/29
NEW: Drop action for items in walkaround demo.
CHG: Help action can now show ctrl and shift modifiers.
CHG: Expanded object registry with some useful methods.
CHG: Tried to make yellow, orange, brown and copper colors
     better distinguishable.

2010/07/28
NEW: Colors for rendering backend can be customized now.
FIX: Wilderness generator now calculates better spawn locations.
CHG: Pathfinding demo now uses wilderness map generator.
CHG: Added one more color, "copper".

2010/07/27
NEW: Mines type map generator.
NEW: All map generators now take a "seed" value in their
     properties.

2010/07/26
FIX: Fixed feature/color code parsing in dungeon generator for
     list structures.
CHG: Limited player inventory in walkaround demo to 22 items.
NEW: Added color code for light gray.
NEW: Wilderness map generator.

2010/07/25
NEW: Added MapUtils class with map processing utility methods.
NEW: Added insert() method for layered map class.
NEW: Game actions now got names, e.g. to show the player a
     comprehensive list of actions for key bindings.
NEW: HelpAction to show a the current list of key bindings.
     Help action is bound to F1.

You can download release 10 from Sourceforge:

http://sourceforge.net/projects/rlgamekit/files/

Etinarg

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Re: Roguelike Game Kit
« Reply #27 on: August 01, 2010, 07:09:41 PM »
I have generated java doc for release 10, and uploaded it here:

http://www.funkelwerk.de/data/roguelikegamekit/javadoc/

Also, I tried to write some documentation about the map display system, and how to customize it. I lost plenty of edits due to technical troubles, an I guess at some point this didn't help the quality of the page. Hopefully it's still helpful:

http://sourceforge.net/apps/mediawiki/rlgamekit/index.php?title=ASCII_Map_Display

purestrain

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Re: Roguelike Game Kit
« Reply #28 on: August 02, 2010, 05:35:30 AM »
Maybe you should use a blog and every users can subscribe to it if they think its interesting (as i do with some). Noone else is writing a posting about every commit.  ::)

JayPC

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Re: Roguelike Game Kit
« Reply #29 on: August 24, 2010, 06:25:57 AM »
Im interested in knowing, how do you store the map data? is it an Int array and the values are the diferent pieces? or is it more complicated then that?

EDIT: Sorry For posting in the wrong one! Got confused!
« Last Edit: August 24, 2010, 06:32:51 AM by JayPC »