Author Topic: How big is your Level class/file?  (Read 43233 times)

Krice

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Re: How big is your Level class/file?
« Reply #90 on: December 13, 2014, 03:50:09 PM »
So caves, dungeon rooms that can't be reached, bridges to nowhere, weak females, and possibly interesting plant growth.

I think the dungeon generation works mostly and bugs can always be fixed. The hardest part is the structure of the level which means what kind of connections there are etc. When you work only on "classic" dungeons you don't have to think about that kind of stuff anyway. Bridge algorithm works very nicely now. Females are weak, it's called low fantasy (more realistic than high fantasy) and there will be a simulation of plant growth which actually makes interesting way to generate a level with plants plus there may be possibility for farming.

But those are only some minor details.

Cfyz

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Re: How big is your Level class/file?
« Reply #91 on: December 13, 2014, 03:52:47 PM »
Quote from: Krice
How do you know that for sure? I find your lack of faith disturbing.
20+ years, dude. I find your excess of conviction disturbing.

Rickton

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Re: How big is your Level class/file?
« Reply #92 on: December 13, 2014, 06:12:00 PM »
Normally I'd say not to worry about people stealing your ideas, because ideas are cheap, it's the work that's hard, and if you've already started you have a head start anyway.
But with a 20+ year development cycle, someone could legitimately steal your idea and make it before you do.
Of course, with a 20+ year development cycle, if your ideas are really that good, you probably owe it to the world to let someone else use them. Plus, by the time your game does come out, everyone will have moved on from the game that stole your idea decades ago anyway.
Creator of the 7DRL Possession: Escape from the Nether Regions
And its sequel, simply titled Possession

Krice

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Re: How big is your Level class/file?
« Reply #93 on: December 14, 2014, 01:31:26 PM »
But with a 20+ year development cycle, someone could legitimately steal your idea and make it before you do.
Of course, with a 20+ year development cycle, if your ideas are really that good, you probably owe it to the world to let someone else use them.

No, world owes to me. Besides, Nethack's development cycle is 10 years more and we are still waiting for the new version. No one thinks it's odd.

mushroom patch

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Re: How big is your Level class/file?
« Reply #94 on: December 14, 2014, 02:15:17 PM »
Drawing comparisons between things that don't exist and things that do is a pretty empty exercise. For example, pink elephants are also like nethack in that they haven't had a release in ten years.

LindaJeanne

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Re: How big is your Level class/file?
« Reply #95 on: December 14, 2014, 03:50:35 PM »
"How big is your X?"

That's the question he asks. His answer: "real big." It is completely obvious what this thread is about and why he started it. "Your X isn't as big? You think the size of X doesn't count?

I'm thinking this about sums it up.

Krice

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Re: How big is your Level class/file?
« Reply #96 on: December 14, 2014, 04:37:10 PM »
Drawing comparisons between things that don't exist and things that do is a pretty empty exercise.

I don't know why so butthurt, but it will be all right when Kaduria is released.

mushroom patch

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Re: How big is your Level class/file?
« Reply #97 on: December 14, 2014, 07:15:02 PM »
Drawing comparisons between things that don't exist and things that do is a pretty empty exercise.

I don't know why so butthurt, but it will be all right when Kaduria is released.

No need. I hereby announce my own project, mushroom patch simulator (MPS). Mushroom patch simulator has the following advanced, next-gen roguelike features:

- Irregularly shaped rooms.
- Plant AND fungus growth features, including sentient flora. Imagine BEING the plant life.
- Bridges, both mushroom-based, normal yellow table cloth style, and a special bridge mode with suspension support and jumping fish that attack the player.

Of course, this is just a small sampling of what mushroom patch simulator offers. MPS offers the definitive roguelike experience, incorporating the most advanced concepts in roguelike development, 20 years in the making. Think of it as nethack if nethack hadn't had a release in 20 years. It's like double nethack. With mushroom patches.

Stay tuned for incessant updates on mushroom patch simulator thinly disguised as questions about programming and/or interest in the projects the rest of you are working on as well as favorable comparisons between MPS and other great works of the human mind. By the way, what does everyone think about using Visual Basic as the GUI engine for MPS?
« Last Edit: December 14, 2014, 10:36:24 PM by mushroom patch »

Krice

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Re: How big is your Level class/file?
« Reply #98 on: December 19, 2014, 03:18:14 PM »
You know, Kaduria also has mushroom which I plan to grow next to host plants.

mushroom patch

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Re: How big is your Level class/file?
« Reply #99 on: December 19, 2014, 03:42:51 PM »
If you look carefully, there's a mushroom in Vitruvian man too. Guess great minds think alike.