Author Topic: Advanced Dungeons of Freedom  (Read 25264 times)

zzo38

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Advanced Dungeons of Freedom
« on: January 07, 2009, 08:18:15 AM »
I have a idea, which I will start making in a while. It will be written entirely in Javascript (XUL runner based) and GNU GPL v3 or later version, and will be a clone of ADOM. I will do what I can do, and other people can write some of the modules also and then it will be completed with many modules written by different people, which is the completion of Advanced Dungeons of Freedom, it will be a nearly perfect clone of ADOM. And then you can make legally variations of ADOM from this software!

Slash

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Re: Advanced Dungeons of Freedom
« Reply #1 on: January 07, 2009, 09:29:56 PM »
That sounds interesting, hope to see a working simple first version soon

mariodonick

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Re: Advanced Dungeons of Freedom
« Reply #2 on: January 08, 2009, 08:02:31 AM »
It won't work. Not because you can't provide the framework (might be possible), but because nobody will write these modules for you.
https://mariodonick.itch.io/lambdarogue-the-book-of-stars
-- LR: The Book of Stars graphical roguelike RPG

Slash

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Re: Advanced Dungeons of Freedom
« Reply #3 on: January 08, 2009, 12:12:28 PM »
I say, let's give him a chance... it may work if the engine is data-driven!

The idea of a world composed by users for users has been taken to the whiteboard many times...

zzo38

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Re: Advanced Dungeons of Freedom
« Reply #4 on: January 14, 2009, 06:02:42 AM »
The use of ADOMBOT and ADOM Improved Guidebook helps me a bit to understand the game. It will be licensed by GNU GPL v3 or later version. Now Thomas Biskup doesn't have to make ADOM Deluxe anymore, they can just make a variation of ADOF (Advanced Dungeons of Freedom) and call it ADOM Deluxe and sell that instead. I can have multiple modes, one mode to copy ADOM exactly (or nearly exactly), and another mode with my own changes to it. And then other people can make more modes/modules/variants. However, I likely cannot work on it completely by myself, so after I make the basic things working I might ask other people for help about some things.

Some ideas I have and might put in the variant mode is:
    [*]No background corruption (but corruption from traps, attacks, items, etc still works), but allow monsters to gain more experience instead
    [*]Summoned or spawned monsters will not carry anything, and gain lower experience for defeating them
    [*]Challenge games selectable at character creation
    [*]Auto-roller mode
    [*]Additional artifacts, rings, potions, corruptions, etc
    [*]Blessed auto-cursing items do not auto-curse, but have 5% chance to uncurse when equipped (so if you unequip it and equip it again, it will then auto-curse)
    [*]More races, classes, corruptions, artifacts, spells, potions, books, scrolls, rings, armor, quests, etc
    [*]Limited number of spells known at once, if you learn another one you have to choose one to delete
    [*]A maximum for the number of uses for any spell, depending on class and level
    [*]If you are blind or in a dark place, you cannot tell the color of an object or the title of a scroll
    [*]Casters of the wrong type and non-casters will not automatically identify a spell learned, until it is cast and has an effect, or if a spellbook containing that spell is identified (even if you didn't learn the spell from a book, then if identify a book containing the same spell, you will know what it is), merchants auto-identify Create Item spell
    [*]Different symbol for open doors, not a slash because that is used for missiles, maybe a colon can be used for open doors
    [*]Configuration setting for auto-pickup of thrown missiles only
    [*]When fully corrupted, you do not lose the game, but can still play, however you are no longer your original race or class and your equipment changes or disintegrates randomly (including artifacts) making it hard to use, you may still lose that corruption if you are able
    [*]More dungeon features
    [*]Longer CoC (maybe 125 levels instead of 50 levels), name changed to "Main Dungeon"
    [*]Some parts of wilderness randomized at beginning of game
    [*]Pious feat more powerful
    [*]Some feats normally takable only at level 1 are now takable at any time
    [*]Some conditions for multiple feats are first level no longer work
    [*]Conduct display (like Nethack), with extra points earned if some conducts are not broken
    [*]Wishing, and amulets of life saving, cost experience points to use
    [/list]

    Some possible new spells:
      [*]Monster Aggravation
      [*]Create Trap
      [*]Create Door (random whether it is open, closed, locked, trapped)
      [*]Doom Self
      [*]Corrupt (can be used on self or on other creatures)
      [*]Flip Position (swaps the position of a creature or object (even self) with the one in the position the same distance and opposite direction from center of board)
      [*]Full Power (full PP, lose half of HP and 1 Mana)
      [/list]

      You may make more suggestions and it will be added here.

      Slash

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      Re: Advanced Dungeons of Freedom
      « Reply #5 on: January 14, 2009, 12:17:16 PM »
      You may make more suggestions and it will be added here.

      Get something running first, before having a growing candy-feature list :)

      zzo38

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      Re: Advanced Dungeons of Freedom
      « Reply #6 on: January 14, 2009, 08:00:56 PM »
      You may make more suggestions and it will be added here.

      Get something running first, before having a growing candy-feature list :)
      Of course I will get something running first, before adding the alternate features mode. The first one I make will be the ADOM compatible mode (without any extra features), and after that I will add my own modes also.

      AgingMinotaur

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      Re: Advanced Dungeons of Freedom
      « Reply #7 on: January 14, 2009, 09:53:03 PM »
      I don't know if you already know this (of if it is of any interest), but Thomas Biskup seems to be considering something like a code release for ADOM. It might be you could join forces, or gain from each others efforts/ideas in other ways. There is a blogpost about it and a place to discuss this matter.

      Good luck, however you choose to proceed on this.
      « Last Edit: January 15, 2009, 01:21:08 AM by AgingMinotaur »
      This matir, as laborintus, Dedalus hous, hath many halkes and hurnes ... wyndynges and wrynkelynges.

      zzo38

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      Re: Advanced Dungeons of Freedom
      « Reply #8 on: January 15, 2009, 06:05:11 PM »
      I don't know if you already know this (of if it is of any interest), but Thomas Biskup seems to be considering something like a code release for ADOM. It might be you could join forces, or gain from each others efforts/ideas in other ways. There is a blogpost about it and a place to discuss this matter.

      Good luck, however you choose to proceed on this.
      Whether or not they release the ADOM source-code will not affect my choice to remake it in javascript. For one thing I don't know what license they will release ADOM if they do (however if it was my choice, I would license it by GNU GPL v3 or later version, and use trademarks to prevent people from creating too many variants). But if they do release it under a valid free software license, I can look at it and therefore make ADoF more accurate. If it is licensed under a different license, I do not plan to look at the ADOM source-codes at risk of being sued. And whatever license ADOM source-codes becomes released under, I am sure some people will disagree. If I just make my own clone of ADOM instead, then nobody has to argue about ADOM source-code releasing, because ADoF will be released by GNU GPL v3 or later version and whoever doesn't like it can ignore it.

      Anyways, from that forum I see in someone's signature the challenge game "Gut Man". I will probably eventually add to ADoF the challenge game modes, available for both ADOM-mode and extended-mode of ADoF.

      Even though I will write ADoF in javascript, it will still be a stand-alone program (not a web-site). However, it will use XUL-runner so everything in XUL-runner can be used, for example HTML documentation (probably I won't have any documentation actually, until someone else writes a documentation that isn't a copy of the ADOM documentation), styling by CSS, javascript objects/prototypes/lambda-functions/etc, XPCOM, and various other things.
      « Last Edit: January 15, 2009, 06:09:52 PM by zzo38 »

      Krice

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      Re: Advanced Dungeons of Freedom
      « Reply #9 on: January 15, 2009, 08:22:47 PM »
      Even though I will write ADoF in javascript

      why anyone wants to write anything in javascript?

      zzo38

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      Re: Advanced Dungeons of Freedom
      « Reply #10 on: January 16, 2009, 06:10:25 AM »
      Even though I will write ADoF in javascript

      why anyone wants to write anything in javascript?
      Javascript is a good program language actually.

      getter77

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      Re: Advanced Dungeons of Freedom
      « Reply #11 on: January 16, 2009, 11:40:06 AM »

      You may make more suggestions and it will be added here.


      Tiles!   8)
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      Nahjor

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      Re: Advanced Dungeons of Freedom
      « Reply #12 on: January 17, 2009, 12:17:51 AM »
      The only real problem with Javascript, IMO, is that it allows you to do a number of things that are incredibly bad programming practices. If you're confident that you can write solid code without a lot of structure to keep you from falling on your face, JS is a perfectly fine language for you. In my case, I create enough stupid errors with a more structured language, so JS is a bad choice for me. :)

      Nathan Stoddard

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      Re: Advanced Dungeons of Freedom
      « Reply #13 on: January 17, 2009, 07:50:37 PM »
      I will be surprised if this ends up being released. In my opinion, it's usually a bad idea to "think ahead" so much before you code anything.
      « Last Edit: January 19, 2009, 12:25:27 AM by Nathan Stoddard »

      zzo38

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      Re: Advanced Dungeons of Freedom
      « Reply #14 on: January 25, 2009, 08:31:39 AM »
      So far: http://zzo38computer.cjb.net/ADoF/

      Please tell me if there is a mistake, a improvement, or if you can help in other ways also (such as writing some parts of some modules, writing a explanation of some of things in ADOM that I don't know, etc).