Author Topic: My quest to develop a roguelike  (Read 23821 times)

Zambaku

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My quest to develop a roguelike
« on: January 02, 2010, 12:43:50 PM »
For years I've wanted to make a roguelike. I've played around script languages but I never got the hang of it due to the lack of consistent tutorials...I've been through C to Qbasic and I liked Qbasic the best since it wasn't too complicated and I feel I could use it in the future. If I had someone to learn from. I have a basic grasp of loops and all those things when it comes to scripting. As in: I know what everything and what it does. Another reason I liked Qbasic is becouse I don't need tons and tons and tons of compilers =)

I've also tried some none-scripting game creators like Game Maker which was a bit to messy for my taste.
I've also tried The Games Factory 2, Multimedia Fusion 2 (which as really good if you want to make arcade games) And ofcourse all the RPG Makers. Nothing really had what I needed...

So I thought I should sheck out an open-source roguelike and see how everything was built and hopefully learn that way. Is there any basic roguelike you would recommend that dosn't have too many features? =)


magellan

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Re: My quest to develop a roguelike
« Reply #1 on: January 02, 2010, 12:55:25 PM »
Deep Deadly Dungeons is in Freebasic (an attempt to turn QBasic into a modern language (freebasic.net))
http://games.freebasic.info/?a=5

And another open source Freebasic roguelike is .... dare i say it? ...
Prospector
http://code.google.com/p/rlprospector/
But it's code is horrendously messy, maybe you can use it as an example of how not to code...

Zambaku

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Re: My quest to develop a roguelike
« Reply #2 on: January 02, 2010, 03:42:27 PM »
Intersting, thanks.

Fenrir

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Re: My quest to develop a roguelike
« Reply #3 on: January 02, 2010, 05:29:03 PM »
http://code.google.com/p/rlprospector/
But it's code is horrendously messy, maybe you can use it as an example of how not to code...
As my own code gets quite sloppy, I find successful games with messy source-code rather inspiring.

EDIT: Well, I think "inspiring" is the wrong word, but I think you get the point.
« Last Edit: January 02, 2010, 06:15:17 PM by Fenrir »

Krice

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Re: My quest to develop a roguelike
« Reply #4 on: January 02, 2010, 06:00:11 PM »
I liked Qbasic is becouse I don't need tons and tons and tons of compilers =)

You need only one compiler for a language. Sounds like you have difficulties with programming languages which could be a bad thing. By the way, you should try Python, because many people say it's easier than C/C++.

ido

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Re: My quest to develop a roguelike
« Reply #5 on: January 04, 2010, 10:40:48 AM »
Or processing, which is really easy to start with and in many ways a "modern qbasic".

I also started with qbasic back in the day (actually with logo and gwbasic, but qbasic was the first time i've made something that even looked like a playable game) and I understand its appeal - basically, it's really easy to just start drawing stuff on the screen off the bat.

Another option is python like Krice mentioned, but it doesn't support curses on windows out of the box, so you might need to use something like pygame or pyglet for output.

tl;dr version - try Processing if you want a modern qbasic-like experience.

I'm currently using javascript and <canvas> for my current project and it's really a pleasure to use, but you might need something with a bit more hand holding  than js (which admittingly can be much more of a bitch to debug than other languages).

hawk66

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Re: My quest to develop a roguelike
« Reply #6 on: January 12, 2010, 06:59:07 PM »
I would advice you to try Python, perhaps with combination of Pygame. Many good tutorials+free books available.
But before you are  not fit with a programming language of your choice, it is very hard to code a roguelike game.