### Author Topic: An old wild west roguelike? Ideas.  (Read 34476 times)

#### Gr3yling

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##### Re: An old wild west roguelike? Ideas.
« Reply #45 on: December 29, 2013, 01:27:48 AM »
The sprites are looking good, AlexPT.  Keep it up.

So, I'm still dutifully trying to learn python.  One of the assignments in the tutorial I'm using is to program a battleship clone.  The playing field in this version of the game is a series of lists.

So, this made me wonder, are the playing fields in most roguelikes also represented with lists?  Just curious.

#### Quendus

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• $@ \in \{1,W\} \times \{1,H\}$
##### Re: An old wild west roguelike? Ideas.
« Reply #46 on: December 29, 2013, 01:51:20 AM »
Roguelikes use a very wide variety of data structures to store map grids. A list of lists is a reasonable option as are:
• a flattened list with a function that links 2d positions to list indices
• a map / hash / dictionary indexed by coordinate pairs
All of these have different advantages and limitations, several variations exist.

#### AlexPT

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##### Re: An old wild west roguelike? Ideas.
« Reply #47 on: December 30, 2013, 04:08:23 PM »
The sprites are looking good, AlexPT.  Keep it up.

Thank you, I'll try to keep it up.

#### Gr3yling

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##### Re: An old wild west roguelike? Ideas.
« Reply #48 on: December 31, 2013, 12:40:39 AM »
I finished the battleship clone.  I don't want to brag, but it's probably the best game ever.  It has everything:

Love!

Betrayal!

Battle!

Ships!

Battleships!

1 Race(s)!

1 Classes(s)!

A total of 1 race-class combination(s)!!!

Really the only thing left is to decide what to call it.  I'm torn between "Rogue Battleship" and "BDOM" (that stands for Battleship Domains of Mystery, for those who were wondering).

The next version will, of course, add raptors as a mount type.

Feedback?

#### tuturto

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##### Re: An old wild west roguelike? Ideas.
« Reply #49 on: December 31, 2013, 05:48:23 AM »
What about Rogue Battleships of the Domains of Mystery?

This thread reminds me of the old Six-Gun Shootout. That was more of a tactical squad game (like Laser Squad, but without lasers) than a roguelike though. Maybe it would still be an idea to have a look at that for an inspiration.

If you are still interested on reading more about Python and Roguelikes at somepoint, there's an interesting series of blog posts at: http://therealkatie.net/blog/tags/pygame/. It's not libtcod based, but instead of uses Pygame. Basic concepts still should apply though.
« Last Edit: December 31, 2013, 11:45:31 AM by tuturto »
Everyone you will ever meet knows something you don't.
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#### Gr3yling

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##### Re: An old wild west roguelike? Ideas.
« Reply #50 on: February 22, 2014, 01:06:42 AM »
So, I finally finished the online python tutorial I was working on.  I'm sure that it would seem like very basic stuff to most of you guys, but I'm actually really proud of myself for getting through it.  It was quite challenging to me.  I'm hoping that now I can make some sense of the game making tutorial on roguebasin and start to create a very basic game.

Wish me luck.

#### tuturto

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##### Re: An old wild west roguelike? Ideas.
« Reply #51 on: February 22, 2014, 08:27:21 PM »
So, I finally finished the online python tutorial I was working on.  I'm sure that it would seem like very basic stuff to most of you guys, but I'm actually really proud of myself for getting through it.  It was quite challenging to me.  I'm hoping that now I can make some sense of the game making tutorial on roguebasin and start to create a very basic game.

Wish me luck.

Good luck Gr3yling. Great to hear that you finished the tutorial and are going to continue with the programming.
Everyone you will ever meet knows something you don't.
- Bill Nye

#### Gr3yling

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##### Re: An old wild west roguelike? Ideas.
« Reply #52 on: March 01, 2014, 05:23:12 PM »
So, guess who has an @ sign moving around a blank background now?

(Hint: it is not akeley)

I just copied the code from the roguebasin tutorial, but I still feel like it was quite an accomplishment, considering I had no idea what scripts were until a day ago.  I'm not even going to say how much I misunderstood what the tutorial was telling me to do to begin with, but lets just say I was pretty far off.

#### tuturto

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##### Re: An old wild west roguelike? Ideas.
« Reply #53 on: March 03, 2014, 04:36:48 AM »
That's great. The start is always the hardest. Do you have plans what you'll try to tackle next? Like walls or items?
Everyone you will ever meet knows something you don't.
- Bill Nye

#### Gr3yling

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##### Re: An old wild west roguelike? Ideas.
« Reply #54 on: March 08, 2014, 07:06:12 PM »
Right now I'm just trying to go through the roguebasin tutorial and comprehend the code.  I more or less understand what is going on up to the part on dungeon generation, so I'm maybe 10 to 20 percent of the way though the tutorial.

I think I'm a long way from being able to implement any features without the tutorial holding my hand, though.

#### igorrocha

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##### Re: An old wild west roguelike? Ideas.
« Reply #55 on: June 18, 2019, 06:43:12 PM »
I don't know, or maybe I'm just not meant for it?

There's no such thing as not being meant to learn programming, it's just a matter of finding the method that works best for you.
I personally have always felt the need of someone teaching me, instead of just following a tutorial. It helps set the pace and keep myself motivated.
Since having an in-person training is not always an option, maybe online courses could be a good alternative for you. If you like this approach, I recommend looking for Python courses here: https://classpert.com/python-programming

Good luck on your studies, and don't give up!