Author Topic: Plans for 2014  (Read 14520 times)

Kyzrati

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Re: Plans for 2014
« Reply #15 on: January 08, 2014, 11:55:25 AM »
Don't sneeze, you'll waste them!

mendonca

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Re: Plans for 2014
« Reply #16 on: January 10, 2014, 01:18:10 PM »
I think a reasonable target would be putting something out for the ARRP in September ... damn daughter getting in the way of my free time ...

Now I have said it out loud it must be done.

Snargleplax

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Re: Plans for 2014
« Reply #17 on: January 13, 2014, 02:08:11 AM »
I've temporarily pruned my game project down to a game library project, which I hope to have in a working state in time for next year's 7DRL.  If it is, I'll do a 7DRL based on it as a sort of demo for the library.

The library is going to be called Graphlike, and will provide capabilities for procedural level generation based on a higher-level abstract representation of the level as a planar graph.  If I can ever get my algorithms sorted (ha), I believe this will represent a useful advancement in roguelike science, and provide a useful starting point for much experimentation.

I've been cracking at this off and on for a bit, and several approaches have gone out the window, but I'm currently going slow-and-steady on one I think will work fine once I've gotten through the slog of it.  Guess we'll see!

IBOL

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Re: Plans for 2014
« Reply #18 on: January 23, 2014, 05:30:33 AM »
My plans: Trying to release Approaching Infinity in April !

I just hit Beta ahead of schedule, and the next two months are supposed to be easy. (the last one's the killer!)

I tried the calendar thing too, and I kept finding it a few days later, and saying, oh yeah, calendar. oops...

What I find that works is writing a to-do list for tomorrow. It's much easier to focus with the list,
and it lets me address issued that I know need worked on.
Randomly Approaching The Infinite Realms.
http://ibology.org/

Aukustus

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Re: Plans for 2014
« Reply #19 on: January 23, 2014, 08:07:46 AM »
I wish to release final The Temple of Torment in six months. Maybe after that start developing a ascii roguelike in early modern setting. I've been reading recently a lot of Lovecraft stories so maybe something in that setting.

guest509

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Re: Plans for 2014
« Reply #20 on: January 23, 2014, 06:23:49 PM »
IBOL I also find that lists are the best.

Avagart

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Re: Plans for 2014
« Reply #21 on: February 01, 2014, 02:30:15 AM »
I have only one major/serious goal. There is to participate for 7DRL 2014 :) Seven-day-deadline is very motivating and I hope that it will be enough motivating to make albeit simple crawler. I would like to write a... dos-themed roguelike. Game in colors of DOS; with DOS-ish font.

Quendus

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Re: Plans for 2014
« Reply #22 on: February 01, 2014, 02:52:15 AM »
Have you considered writing it for DOS? :D

Avagart

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Re: Plans for 2014
« Reply #23 on: February 01, 2014, 03:53:17 AM »
Ouh, no. I don't considering to write it for DOS  :) Most likely this will be only for Windows.
My first PC had DOS and I have a lot of "DOS-ish" memories. Idea is simple - dungeon crawler maintained in those ugly blue and yellow colors and this coarse font. Only nostalgic reasons.

Z

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Re: Plans for 2014
« Reply #24 on: February 03, 2014, 06:24:22 PM »
Avagart: My NotEye library can be quite easily configured to look just like DOS, so maybe you should use it? (if you want to use C++)

(I would like to get (other) people to write 7DRL using NotEye. Maybe I should offer myself as advisor and answer all NotEye queries quickly during the challenge. Or maybe I should write a Python wrapper, like Libtcod has.)

Avagart

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Re: Plans for 2014
« Reply #25 on: February 05, 2014, 03:41:07 PM »
Or maybe I should write a Python wrapper, like Libtcod has.)

Yeah, it's very nice idea. Python is getting more and more popular.
Well, I will not use your (very good!) NotEye, because I'll do 7DRL in Python (for experience) or in Basic :D (for fun; or for the challange).

Z

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Re: Plans for 2014
« Reply #26 on: February 05, 2014, 10:22:14 PM »
Okay. I am able to make a @ moving on screen in Python, using lib NotEye. I am planning to include this, as well as Java, Lua, and an improved C++ sample, in the next release of NotEye. Then it should be possible and easy to use all the basic features of NotEye with Python :)

Also, for 7DRL, I am planning to offer the following rewards to entrants who have chosen to use NotEye:
  • general help (NotEye-related, programming-related, design-related, testing, whatever)
  • successful 7DRLs will be included with the next release of NotEye

Slash

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Re: Plans for 2014
« Reply #27 on: February 06, 2014, 02:39:30 AM »
That sounds awesome Z, if it weren't for the fact that this year I'm going for JavaScript (for the lack of time), I'd jump straight into it.

Eben

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Re: Plans for 2014
« Reply #28 on: February 06, 2014, 03:18:33 AM »
Okay. I am able to make a @ moving on screen in Python, using lib NotEye. I am planning to include this, as well as Java, Lua, and an improved C++ sample, in the next release of NotEye. Then it should be possible and easy to use all the basic features of NotEye with Python :)

Also, for 7DRL, I am planning to offer the following rewards to entrants who have chosen to use NotEye:
  • general help (NotEye-related, programming-related, design-related, testing, whatever)
  • successful 7DRLs will be included with the next release of NotEye

I'm very interested in the Java part, what are your plans there?

Z

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Re: Plans for 2014
« Reply #29 on: February 06, 2014, 10:11:27 AM »
Slash: Unfortunately I do not see how to make this work online, or on mobile devices... at least not without lots of work.

Eben: It is possible to use C++ libraries in Java, via JNI. I am planning to do exactly this. A disadvantage is that C++ libraries are platform dependent, so you would lose a bit of Java's portability (the game would only work on platforms where the NotEye library is compiled).