Author Topic: Muert: Tribes technical demo  (Read 5707 times)

pol

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Muert: Tribes technical demo
« on: June 30, 2009, 06:50:29 PM »
http://muertal.blogspot.com/


I was prompted by getter7 and decided to put this technical demo up for download.
It is a windows .exe that has been tested and functions on XP and Vista but will include a mac version when released (maybe even *nix but I have to see what exactly that entails).

At the moment you can check out my noise maker app, world generation and regions.
I need to add all of the functionality and modules that I have stripped out of my engine, and once that is complete, which shouldn't take too long since it is all tried & true, I need to make the keys user-configurable for the laptoppers and anti-numpadders. After that I will release the first
playable version of Muert: Tribes

please read the keys_readme.txt included with the download.


You can contact me at muertal@yahoo.com for whatever reason.

Anvilfolk

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Re: Muert: Tribes technical demo
« Reply #1 on: June 30, 2009, 07:13:59 PM »
Can you tell us a bit more about the project? Or maybe link to somewhere where your ideas are stated? It would be great to have a description!
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pol

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Re: Muert: Tribes technical demo
« Reply #2 on: June 30, 2009, 07:28:36 PM »
Sure - I am creating a survival-simulation/ role-playing game/ 4X/ living-world/ AI simulator/ semi-roguelike. The first version will include low-tech (only very simplistic metallurgy if any at all) survival in an untamed randomly generated world with a very content-rich and open-ended environment.
And other cool-sounding buzz words. You will be able to run around and do whatever you want pretty much. Try to latch onto an already established community or set out into the wilderness to make your own way. Become a bloodthirsty murderous killer or defend the weak. We will see how detailed/ interesting/ feasible I can make that stuff with my random plot builder.

Anvilfolk

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Re: Muert: Tribes technical demo
« Reply #3 on: June 30, 2009, 08:06:01 PM »
I *dream* of the day I'll see a game where you can actually do whatever and are really like any other guy in the world, and the world changes with what you do in a non-scripted way. Full-freedom in some world, basically.

So... if you pull this, you'll be my hero! ;)

Being a CS student, I know how damned hard that's gonna be, and wish you the best of luck!
"Get it hot! Hit it harder!!!"
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pol

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Re: Muert: Tribes technical demo
« Reply #4 on: June 30, 2009, 08:26:44 PM »
Yes, I have dreamed and waited for that day as well - until I got tired of waiting. I would play ultima 6 for hours on end "roleplaying" as a thief/ commoner, creeping around, establishing my own residence, hoarding posessions (or whatever it was that I did) and wishing functionality of that type was actually built into the game.

getter77

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Re: Muert: Tribes technical demo
« Reply #5 on: June 30, 2009, 10:33:17 PM »
Glad to see you made it over, welcome to Rogue Temple.   8)

You should find lots of technical minded folk that'll be able to weigh in to good effect here to the boon of the project.
Brian Emre Jeffears
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In Training

Anvilfolk

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Re: Muert: Tribes technical demo
« Reply #6 on: June 30, 2009, 10:51:05 PM »
Actually, this is the sort of project I guess I'd have a good time looking into. I take it it's not open-source so I could have a look at it? I doubt I'd have the time to contribute, but still. What does one have except one's dreams - and work. Eeeendless work.
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pol

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Re: Muert: Tribes technical demo
« Reply #7 on: July 01, 2009, 05:08:28 AM »
I don't plan on releasing the source for my game any time soon, but I am going to release the source for my tile display engine and I would be happy to explain or give an example of whatever you're interests you - but I don't think I've done anything very innovative yet! The only thing you will be able to do when I release the  semi-playable version is run around, survive from hunted/ foraged foods & liquids, attack/ be attacked and craft some extremely crude & basic tools
(unless I get distracted and start adding in more things - but I have to be vigilant! and release!)

All of the plot stuff needs a completely different, tactical-level game on top of the roguelike combat/ exploration engine that I have because I need to abstract all of the actions by non-local actors. That stuff won't be too bad because I have planned ahead with things like distances to/ from features being stored, and distinct sections/ entrances/ exits while searching for/ following a path, and a bunch of precomputed and stored stuff like relationships. Plus whatever other tricks I have gleaned from the wonderful repository that is roguelike.development on google groups going back to 1990-something. - heheh - I always said I would put some of those people who had not released anything in more than a decade to shame and release a playable and decently interesting game plus learn how to program c++ after taking only 1 extremely beginner class in under a year... but here I am now and I am hoping to beat the three year mark which would be sometime near the end of august. And calling what I am hoping to release decently interesting would be a tiny stretch - but at least it will have a bunchf of cool eye candy....