Yes, I was thinking of taking one of the available rouge type games and modifying it. I think it would be within the scope of the rules, since having to create and enter in all the details about the monsters would, in and of itself, take a month.
I'm not sure which one yet but I'm thinking angband since it has no scripting dependencies, and it's code is, from what I've been able to gather so far, well documented.
If I do do this I will have to release it as an "_Alpha_ play at your own peril" type game because, as you noted, a dungeon created mostly by the monsters would be difficult to balance.
Thanks for the link to the radio, hearing about how others fared is very likely to help me.
I'm not sure if I should be so enthusiastic about this as I might not even complete it
.
One quick question, does anyone have an idea where I might find a good guide on writing cross platform C? Not, of course, that I'd actually have it working cross platform on day one, but, someday.
I'm going to add a few more details for you interest and comment, not because I have a problem:
I'm thinking that the ants should follow each other:
if( you == leader)
{
ant_pathfinder(cur_pos, destination);
}
else if(attarget(leader) && !attarget(cur_pos))
{
generic_pathfinder();
}
else if(leader == occupied || leader == dead)
{
if(closest(cur_pos))
{
//You are the new leader.
you == leader;
continue;
}
else
{
push(action_waiting_stack);
}
}
else
{
follow_the_leader();
}
ant_pathfinder(cur_pos, destination)
{
if(you == leader)
{
/* next_tile_to_target returns an int each time it's called
* that represents the next tile that could be walked on
* starting with ones that will take you to the destination the
* quickest or forwards, upper right, upper left if there is not
* best route.
*/
tile == next_tile_to_target(cur_pos, destination);
if(tile == water)
{
leader == occupied;
form_ant_bridge();
}
else if(tile == lava)
....
}
}
For mice and things like that:
mouse_pathfinder(cur_pos, destination)
{
if(next_to_wall == false)
{
if(fighting == false && (eating == false|| eating == true && full == false ))
{
find_nearest_wall(cur_pos, destination);
}
else if(eating == true && full == false)
{
eat_more(cur_pos);
}
else
{
// Must be attacking.
fight();
}
}
// Head to target
.....
}
Notice that even if the mouse is summed it will behave according to it's nature and hide in the shadows.