Author Topic: Lands of Elderlore  (Read 90256 times)

Adral

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Lands of Elderlore
« on: May 20, 2007, 05:13:00 PM »
I started this thread so the author of Elderlore, if he is willing, explains to everyone features of the upcoming game.

You know, since it's aiming to be a big roguelike, it has quickly gotten my interest, so I hope you, Altefcat, can say why your game will be unlike others, as well as a little explanation of planned development ;)
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Lavastine

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Re: Lands of Elderlore
« Reply #1 on: May 21, 2007, 01:33:44 AM »
I second this idea, the game sounds like it should be really fun. Perhaps somewhat like dwarf fortress, but more roguelike and with graphics.

Altefcat

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Re: Lands of Elderlore
« Reply #2 on: May 21, 2007, 10:51:03 AM »
Ok, I'll try to explain a little what is the redline behind Lands of Elderlore :

  • Create a huge world, evolving on its own, with different geographic areas, cities and trade between them.
  • The player must adapt himself to this world, he should not have the feeling that the world is build around him
  • The main goals of the player : survive and explore, through his own will and through quests given during his journeys

Here is what is coming in the next releases. That is a little rough, since most of the time I add features one after another, without excessive planning.

What to expect for release 0.1 :
======================

Next releases will have monsters (at last !), basic shops, music, caracter stats and basic battles.

Monsters : They will be animals first, as I'd like to build worlds where magic is very rare, close to historical middle age. So they will be wolves, bears, snakes, giant spiders, rats, giant scorpions, giant bats, crocodiles and chicken.

Other enemies will be human, like bandits, sauvages and so on.

Shops : Towns will have shops and merchants so you can buy equipment and sell treasures.

Music : I'd like to add free music to Lands of Elderlore. Jamendo is the perfect place for that. This guy: http://www.mikseri.net/users/?id=61143 has produced ambient music that would perfectly fit, it has been used in some Oblivion mods.

Caracter stats and basic battles : I'll start simple here, as it will need a lot of balance further on.


What to expect for release 1.0 :
======================

I have started some days ago to add posts on my french blog to write down some ideas I'll be adding, so I'll start with that.

Honor titles : By killing monsters or achieving city quests, you'll get titles that will grant you advantadges.

Dimension doors : Those doors will give you access to other worlds, that will be more evilish (demons has conquered the world), faerish (faery world), living deadish (living dead fighting humans) or fantasish (Tolkien heroic fantasy).

Each of these worlds will have unique artefacts you'll find nowhere else.

Tactical battles : I'd like to add tactic to battles, with charge, feint, and so on, without complexing too much the fight system.

Other features :

I try not to plan too much, since it is very easier to have ideas than to code them in something usable. Still there are many more features I'd like to add, without having developped them a lot. Here is a list :
  • advanced cities, with different buildings, guilds, based on different cultures, expanding on several world cells
  • economy between cities, with goods and different market prices, caravans and sea roads
  • inheritage between caracters of a player, heirs and advance player creation based on karma points
  • advance quest system, based on the big list of RPG plots : http://www.io.com/~sjohn/plots.htm
  • a complete crafting system, with goods collecting, and item crafting

Adral

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Re: Lands of Elderlore
« Reply #3 on: May 21, 2007, 05:34:18 PM »
Thank you for the explanation!

Well, it certainly sounds interesting indeed.

The goals are set high, but I guess you can complete them, because they do not sound overly impossible (sometimes people start with goals like "ultrarrealistic battle system and kingdoms and blah blah"). If you start small then grow up there should be no problem.

So good luck with your project, and be sure to keep us updated! Not everyone out there speaks French :P

Also, as a side note, I'd like some help to run your game in Linux (Kubuntu Feisty 64-bit) since I have this little problem:
Code: [Select]
[1933]adral@adral-desktop:~/roguelikes/elderlore.008$ python elderlore.py
module : elderlore.py / erreur : Impossible de charger un module. No module named pygame

Any help would be really appreciated!
« Last Edit: May 21, 2007, 05:42:29 PM by Adral »
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Lavastine

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Re: Lands of Elderlore
« Reply #4 on: May 22, 2007, 04:05:39 AM »
Just from messing around a bit I have found 1 bug, and 1 possible bug. They are;

When in the inventory screen, if you switch the the info box and click on a equipped weapon instead of giving you a pop-up with the info text, it unequipped the weapon. This does not happen with other slots as far as I know.

The other possible bug is that the scroll functions on my mouse count as mouse clicks for moving the character around.

Make sure you post here when the new version comes out, im excited to start killing me some mobs!

Altefcat

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Re: Lands of Elderlore
« Reply #5 on: May 22, 2007, 08:50:24 AM »
Thank you for the explanation!

Well, it certainly sounds interesting indeed.

The goals are set high, but I guess you can complete them, because they do not sound overly impossible (sometimes people start with goals like "ultrarrealistic battle system and kingdoms and blah blah"). If you start small then grow up there should be no problem.

So good luck with your project, and be sure to keep us updated! Not everyone out there speaks French :P

You can count on me  ;D

Quote from: Adral
Also, as a side note, I'd like some help to run your game in Linux (Kubuntu Feisty 64-bit) since I have this little problem:
Code: [Select]
[1933]adral@adral-desktop:~/roguelikes/elderlore.008$ python elderlore.py
module : elderlore.py / erreur : Impossible de charger un module. No module named pygame

Any help would be really appreciated!


You need some Python packages to run the game from its source files :

  • python-pygame
  • python-numeric
  • python-numeric-ext
  • ocempgui

The first three ones can be found under Synaptic, and the last one has to be downloaded from http://ocemp.sourceforge.net/guidown.html and installed with a python setup.py install.

Quote from: Lavastine
Just from messing around a bit I have found 1 bug, and 1 possible bug. They are;

When in the inventory screen, if you switch the the info box and click on a equipped weapon instead of giving you a pop-up with the info text, it unequipped the weapon. This does not happen with other slots as far as I know.

Thanks for the report, I'll fix that.

Quote from: Lavastine
The other possible bug is that the scroll functions on my mouse count as mouse clicks for moving the character around.

Yes I know, that was unintended first, but then I found that was quite convenient to move around with the wheel. Anyway I am still shaping the controls and the GUI, so that will probably evolve.

Quote from: Lavastine
Make sure you post here when the new version comes out, im excited to start killing me some mobs!

Yep sure, me too you know  :) one thing that is great with roguelikes is that their creator enjoy them as much as other player. Actually, I think that's a major feature of a roguelike...


Adral

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Re: Lands of Elderlore
« Reply #6 on: May 22, 2007, 10:26:47 AM »
Hmm...

I have installed those dependecies, including ocempgui, and I ran the game using python elderlore.py. I enter the "new game" menu, select a .ini and press start... and at about 50% progress I get this:
Code: [Select]
Traceback (most recent call last):
  File "elderlore.py", line 873, in <module>
    jeu.start()
  File "elderlore.py", line 155, in start
    self.manageEvent()
  File "elderlore.py", line 246, in manageEvent
    self.gui.distribute_events(event)
  File "/usr/lib/python2.5/site-packages/ocempgui/widgets/Renderer.py", line 1368, in distribute_events
    self._grabber.emit_event (ev)
  File "/usr/lib/python2.5/site-packages/ocempgui/widgets/Renderer.py", line 91, in emit_event
    self.event_grabber.notify (event)
  File "/usr/lib/python2.5/site-packages/ocempgui/widgets/Window.py", line 175, in notify
    self._notify_children (self.child, event)
  File "/usr/lib/python2.5/site-packages/ocempgui/widgets/Window.py", line 245, in _notify_children
    self._notify_children (child, event)
  File "/usr/lib/python2.5/site-packages/ocempgui/widgets/Window.py", line 245, in _notify_children
    self._notify_children (child, event)
  File "/usr/lib/python2.5/site-packages/ocempgui/widgets/Window.py", line 237, in _notify_children
    widget.notify (event)
  File "/usr/lib/python2.5/site-packages/ocempgui/widgets/ButtonBase.py", line 137, in notify
    self.run_signal_handlers (SIG_CLICKED)
  File "/usr/lib/python2.5/site-packages/ocempgui/object/BaseObject.py", line 117, in run_signal_handlers
    callback.run (*data)
  File "/usr/lib/python2.5/site-packages/ocempgui/events/Signals.py", line 87, in run
    self.callback (*d)
  File "/usr/lib/python2.5/site-packages/ocempgui/widgets/GenericDialog.py", line 173, in _button_clicked
    self.run_signal_handlers (SIG_DIALOGRESPONSE, result)
  File "/usr/lib/python2.5/site-packages/ocempgui/object/BaseObject.py", line 117, in run_signal_handlers
    callback.run (*data)
  File "/usr/lib/python2.5/site-packages/ocempgui/events/Signals.py", line 87, in run
    self.callback (*d)
  File "elderlore.py", line 313, in _lance_npartie
    jeu.partie = el_partie.Partie(jeu, int(taille.text), nom.text, self.modele, bar)
  File "/home/adral/roguelikes/elderlore.008/el_partie.py", line 63, in __init__
    self.monde.creation(bar)
  File "/home/adral/roguelikes/elderlore.008/el_monde.py", line 889, in creation
    self.Creation_Carte()
  File "/home/adral/roguelikes/elderlore.008/el_monde.py", line 523, in Creation_Carte
    pygame.surfarray.blit_array(self.carte, carte)
ValueError: unsupported datatype for array

Any idea of why is this happening? I wanted to give the game a try :-/
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Altefcat

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Re: Lands of Elderlore
« Reply #7 on: May 22, 2007, 12:13:51 PM »
Have you installed python-numeric-ext ? It seems that the problem is between Pygame and Numeric.

Adral

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Re: Lands of Elderlore
« Reply #8 on: May 22, 2007, 01:47:01 PM »
Have you installed python-numeric-ext ? It seems that the problem is between Pygame and Numeric.

Yes, I have them installed. I double checked it afterwards, and I even installed the -dbg version too, just in case.

I guess nobody likes 64-bit systems :-/
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Altefcat

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Re: Lands of Elderlore
« Reply #9 on: May 22, 2007, 02:28:52 PM »
There is probably a difference with the 64 bit packages. Can you get their revision number ? On my Ubuntu 32 bit, I have pygame 1.7.1release-4.1, python-numeric 24.-7ubuntu1 and python-numeric-ext 24.-7ubuntu1.

Adral

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Re: Lands of Elderlore
« Reply #10 on: May 22, 2007, 03:26:56 PM »
There is probably a difference with the 64 bit packages. Can you get their revision number ? On my Ubuntu 32 bit, I have pygame 1.7.1release-4.1, python-numeric 24.-7ubuntu1 and python-numeric-ext 24.-7ubuntu1.

pygame 1.7.1release-4.1
python-numeric and python-numeric-ext 24.2-7ubuntu1

It seems that those last two differ :-/
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Altefcat

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Re: Lands of Elderlore
« Reply #11 on: May 22, 2007, 03:37:39 PM »
My bad  :(, I have also 24.2-7ubuntu1 on both packages, sorry for the mistake.

Altefcat

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Re: Lands of Elderlore
« Reply #12 on: July 12, 2007, 01:29:44 PM »
To keep you informed, I am currently adding an isometric view to the game, it should be in the 0.09 release, I plan to launch it soon.

Here is a screenshot :



Adral, did you find a way to solve your problem ? I think it's an issue with Ocempgui and 64 bits.

Anvilfolk

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Re: Lands of Elderlore
« Reply #13 on: July 12, 2007, 01:34:18 PM »
Awesome!

Why are you going isometric though? I admit to not having played many isometric games, but when I did, keyboard input was a big bother to me. It's not nearly as natural as regular square board, though it allows for  a slightly more realistic/stylish display.

Bonne chance! ;)
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Altefcat

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Re: Lands of Elderlore
« Reply #14 on: July 12, 2007, 01:45:13 PM »
Believe me or not, but the real reason is that I want to add many objects in my game, like tonnels, lights, beds and so on, and I have those isometric tiles from D. Gervais that fit perfectly !  ::). And I'll be able to have themed cities, made of adobe, stone, brick, wood, iron or even bones.

The major problem I have been facing from now on has been to find proper artistic content, like tiles, sounds and music, both freely usable and fantasy like. For instance, the world tileset I am using does not have a swamp tile, so I didn't add any swamp to the worlds  ???.

I am currently adjusting mouse controls so that you can use it easily to move around on the isometric view.