Author Topic: GenRoguelikes in development  (Read 57168 times)

Altefcat

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Re: GenRoguelikes in development
« Reply #15 on: May 17, 2007, 06:45:39 PM »
The chaos slider is only in the wizard window, an old part of the game I used in the first place to test some parameters of the game. It does not have any influence on the new game you create.

The chaos of a game you generate is based on a file located there: data/sauve/monde/elderlore.ini

You can select another file, or hack into it and change values with a text editor.

Code: [Select]
[General]
description = Modèle de monde standard.

[Geographie]
chaos_monde = 0.8
limite_pente = 70
alt0 = 0
alt1 = 30
alt2 = 50
alt3 = 60
alt4 = 70
alt5 = 78
alt6 = 86
alt7 = 92
alt8 = 100

[Foret]
chaos_foret = 0.4
limite_foret = 50
limite_foret_inf = -10
limite_foret_sup = 30

[Temperature]
chaos_celsius = 1.2
limite_celsius_min = -30
limite_celsius_max = 50
limite_celsius_inf = -20
limite_celsius_sup = 30
limite_neige = -10

So if you chose always the same world name, you can for instance change the value of chaos_monde to see how it will shape the world.

Slash

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Re: GenRoguelikes in development
« Reply #16 on: May 17, 2007, 08:08:23 PM »
Why not keep the "chaos value" as an "roughness" option for the player to choose when generating the world? (keeping it in a handable range so your generation is not screwed)

Adral

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Re: GenRoguelikes in development
« Reply #17 on: May 17, 2007, 08:09:19 PM »
Hmm... That "Lands of Elderlore" sounds interesting enough. I hope it will run on Linux 64-bit :P, if so, I'll give it a try if I have some time (which is actually kind of difficult right now).

Also, is the game on English? And is there any chance to have the news page on English too? I do not understand French, sorry :-/
On the wings of the storm.

Altefcat

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Re: GenRoguelikes in development
« Reply #18 on: May 17, 2007, 10:02:44 PM »
Why not keep the "chaos value" as an "roughness" option for the player to choose when generating the world? (keeping it in a handable range so your generation is not screwed)

I wanted to keep it simple, as there are many other parameters that initiates a world, such as sea height, shape of forest, temperature for snow and desert, or where to start mountains.

I had the idea to have a quest that dries the seas and uncover new lands. Or like flooding oceans, so that cities would disappear under water, the engine could handle this kind of change.

Hmm... That "Lands of Elderlore" sounds interesting enough. I hope it will run on Linux 64-bit :P, if so, I'll give it a try if I have some time (which is actually kind of difficult right now).

Also, is the game on English? And is there any chance to have the news page on English too? I do not understand French, sorry :-/

It runs on Ubuntu 32 bits, but you have to try it under 64 bits to tell me if it works too  :).

The game is also in english, but my blog is in french, as it is a little selfish. You can follow major releases in english on Roguebasin and Sourceforge :
http://roguebasin.roguelikedevelopment.org/index.php?title=Lands_of_Elderlore
http://sourceforge.net/projects/elderlore

Adral

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Re: GenRoguelikes in development
« Reply #19 on: May 21, 2007, 10:08:21 AM »
I *knew* I forgot something!

Peleron's Brilliant Rebirth
http://www.kolumbus.fi/topi_ylinen/peleron/

Go check it. It's Windows only and so it's *evil*, but it has great ideas nonetheless! :P

EDIT: Link.
« Last Edit: May 21, 2007, 11:33:14 AM by Adral »
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