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Author Topic: Community-driven roguelike development project underway. Want to design a game?  (Read 32686 times)

Immortal

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This sounds awesome.. I haven't read the backlog just most of the suggestions. Don't bite if I missed it.

So was that a no to random map generation? Not even fully random, we could make "modules" or floors to builds or sections and it randomly pieces it together. Id be interested in helping out with map making.
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Tuplis

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One question, what is the color scale for the colors used in the game? I'm trying to find out through trial and error, but its a bit like reeinventing the wheel all over again.  ???

And btw, i'm anxious to try out that SpawnTile.

That's a great question. It turns out, there are a few ways you can currently put colors in there. I seem to have configured a 256 color palette in (through the blacken ui component) by default. So the 0x77 is some shade of green in that 256 palette. However, luckily it looks like you can also put a good ole full rgb color in there (For example, 0x770077 will produce a certain shade of purple - red+blue). Earlier I was able to google a 256 color palette where 0x77 was the same green the vanilla zombies are in but I can't find it anymore. So feel free to use either. And please report if you find any problems. I'm clueless about this stuff but I'll try my best to help.



This sounds awesome.. I haven't read the backlog just most of the suggestions. Don't bite if I missed it.

So was that a no to random map generation? Not even fully random, we could make "modules" or floors to builds or sections and it randomly pieces it together. Id be interested in helping out with map making.

Hello and welcome!

Random map generation definitely is NOT off the table. But I'd say at this point it's off the table for now (in terms of this project 'off the table for now' probably means sth like 2 weeks). In case you read back far enough, you'll have noticed that we couldn't really reach a consensus on which way to go with the general direction of the game (city vs rural vs caves) and since development time is heavily restricted (on purpose) in this project, it felt the best idea to forget it for a while just so we don't commit to a huge pile of funtionality we would have to either scrap (because we didn't want, for example, the caves after all) or would be stuck with something we committed to without really understanding what we were doing.

So, random map generation is kinda off the table but only as long as we can't decide what the story/setting of the game is. The tools I just created will help figuring that thing out. Discussion is encouraged.

When you have the time, please do read through the backlog and if you want, you can participate in maintaining/adding to it along the guidelines set in the original post.



EDIT: Tiles that can be seen through but not traveled on have been added. It's the <SeeThrough> field and accepts values True/False. Default is True. If you give a DoorTile a True value, you can see through the door :)
« Last Edit: June 23, 2012, 11:06:46 am by Tuplis »
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Tuplis

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Hey again. Was busy today but was able to add the scrolling message log. I made the message log a little less talkative. Currently it'll show the message of the first 4 actions that warranted a message that turn. With a press of space (or any other non-action button actually) you can read them all through in bunches of 4 lines. Also, the last 1-4 lines will persist if no messages were added. Gimme some opinions on how you like it.

Also, next week I'll probably start adding hearing/smelling! Good times! It could be, however, that I can't finish it in one day so the next version might not be out till tuesday or wednesday.
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Tuplis

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Alrite, back with news! I decided to do the map linking feature first since I thought about it for a second and came up with a solution that seemed feasible. And now it's done! Transitions can be done with a nice little special tile called the TransitionTile. Basically you just define the name of the map (without the .txt part) and the coordinates where you want the guy to appear on the map. Good times! Check out the TransitionSouth and/or TransitionWest xml files for a reference. Easy stuff! However, as of now you still DO have to define the spawning point on each map file. It is used as a default in case no coordinates are provided in the TransitionTile. Right now all the maps persist once you've visited (so no respawns) but nothing happens in the maps during the time you're away.

use > to move between maps. Currently there's one TransitionTile in the western part of the map.
« Last Edit: June 25, 2012, 01:52:56 pm by Tuplis »
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Tuplis

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Oops. Looks like I forgot to update the link to the latest version last night. Oh well. Just released the new version:
- Added a field that lets you define whether a tile can be shot through. <Penetrable> default is true.
- Added an item that can heal the player. It’s an ItemTemplate with a Consumable class and has the field <AmountHealed>. (example in medpack.xml)
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Deon

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Alrite, back with news! I decided to do the map linking feature first since I thought about it for a second and came up with a solution that seemed feasible. And now it's done! Transitions can be done with a nice little special tile called the TransitionTile. Basically you just define the name of the map (without the .txt part) and the coordinates where you want the guy to appear on the map. Good times! Check out the TransitionSouth and/or TransitionWest xml files for a reference. Easy stuff! However, as of now you still DO have to define the spawning point on each map file. It is used as a default in case no coordinates are provided in the TransitionTile. Right now all the maps persist once you've visited (so no respawns) but nothing happens in the maps during the time you're away.

use > to move between maps. Currently there's one TransitionTile in the western part of the map.
That's the similar idea I am using in my RL development. I use north/east/south/west transition tiles. For example, if you step on an "east" transition tile, you are moved to the (x+1) global map tile and appear on the "west" transition tile there with the same y coordinate.
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▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

nullzero

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Super! Late at the week, i'll try making a simple city with tunnels and upstair building to test the transitions and make a kind of tournament map with medikits spread all over and stronger zombies. In the mean while i've been testing the map colors. I'll show the results then.

By the way, do you have any kind of lectures about the programming paradigm you're using so that I can read more about it?
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Tuplis

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By the way, do you have any kind of lectures about the programming paradigm you're using so that I can read more about it?

Let's see, now. I'll have to start with the agile manifesto, of course. It's a short and sweet round-up of what's important in agile development.
http://agilemanifesto.org/

Obviously the wikipedia page is pretty good:
http://en.wikipedia.org/wiki/Agile_software_development
(Place special attention to chapter 7.1 on that one - would you agree based on that table that developing this could be a good way versus going plan-driven?)

Other than that, I don't really have anything short and concise in mind. Reading up on Scrum would be a good idea to understand what it's all about:
http://en.wikipedia.org/wiki/Scrum_%28development%29
http://scrumalliance.org/
We're not using Scrum but at the moment it basically goes hand in hand with agile and reading up on the practices should instill you with understanding about what being agile means.

If you're looking for some heavier reading, I can recommend a book called
Agile Software Development: Principles, Patterns and Practices by Robert Martin.



edit: just released again. Today I was busy with other stuff so there's only some minor things in there, like being able to close doors diagonally and a fix to zombie sight.
« Last Edit: June 27, 2012, 01:46:55 pm by Tuplis »
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sayaks

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Hi, every time i try to start the game, i only get a black screen, and a small _ in the top left corner. I've set my path variable and i'm using java 1.7.0_03. Any ideas to what's wrong?
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Tuplis

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Hi, every time i try to start the game, i only get a black screen, and a small _ in the top left corner. I've set my path variable and i'm using java 1.7.0_03. Any ideas to what's wrong?

Hey,

1. open notepad
2. type "java -jar Zombies.jar"
3. save as run.bat in the folder where Zombies.jar is located
4. run it (double click) and tell me what it says.

Also, I'm not sure in which environment people here run this so are you using sth else than windows? That's what I develop on. If it's environment dependent, I will find out what's wrong and fix it later today.
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sayaks

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weird, it worked when i did that :D thanks.
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Tuplis

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weird, it worked when i did that :D thanks.

Well, that indeed is something I too would call weird. If you can play like that, cool. You'll see all kindsa shit happening in the log but you can ignore it. I can't understand why it works with the .bat and not without it though  :o
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sayaks

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me neither...

anyway, i now tried to make a window!
Code: [Select]
<Tile>
<Class>Tile</Class>
<Symbol>¤</Symbol>
<Type></Type>
<SymbolColor>0xc3d8fd</SymbolColor>
<Navigable>False</Navigable>
<SeeThrough>True</SeeThrough>
<Penetrable>False</Penetrable>
</Tile>

Edit: this is what it says:

Code: [Select]
com.sun.org.apache.xerces.internal.impl.io.MalformedByteSequenceException: Inval
id byte 1 of 1-byte UTF-8 sequence.
        at com.sun.org.apache.xerces.internal.impl.io.UTF8Reader.invalidByte(UTF
8Reader.java:687)
        at com.sun.org.apache.xerces.internal.impl.io.UTF8Reader.read(UTF8Reader
.java:557)
        at com.sun.org.apache.xerces.internal.impl.XMLEntityScanner.load(XMLEnti
tyScanner.java:1750)
        at com.sun.org.apache.xerces.internal.impl.XMLEntityScanner.peekChar(XML
EntityScanner.java:494)
        at com.sun.org.apache.xerces.internal.impl.XMLDocumentFragmentScannerImp
l$FragmentContentDriver.next(XMLDocumentFragmentScannerImpl.java:2647)
        at com.sun.org.apache.xerces.internal.impl.XMLDocumentScannerImpl.next(X
MLDocumentScannerImpl.java:607)
        at com.sun.org.apache.xerces.internal.impl.XMLDocumentFragmentScannerImp
l.scanDocument(XMLDocumentFragmentScannerImpl.java:488)
        at com.sun.org.apache.xerces.internal.parsers.XML11Configuration.parse(X
ML11Configuration.java:835)
        at com.sun.org.apache.xerces.internal.parsers.XML11Configuration.parse(X
ML11Configuration.java:764)
        at com.sun.org.apache.xerces.internal.parsers.XMLParser.parse(XMLParser.
java:123)
        at com.sun.org.apache.xerces.internal.parsers.DOMParser.parse(DOMParser.
java:240)
        at com.sun.org.apache.xerces.internal.jaxp.DocumentBuilderImpl.parse(Doc
umentBuilderImpl.java:300)
        at javax.xml.parsers.DocumentBuilder.parse(DocumentBuilder.java:205)
        at builder.XMLObjectBuilder.build(XMLObjectBuilder.java:43)
        at world.LevelBuilder.buildLevel(LevelBuilder.java:90)
        at main.Game.start(Game.java:82)
        at main.Main.main(Main.java:22)
Item creation failed for BasicPillar
com.sun.org.apache.xerces.internal.impl.io.MalformedByteSequenceException: Inval
id byte 1 of 1-byte UTF-8 sequence.
        at com.sun.org.apache.xerces.internal.impl.io.UTF8Reader.invalidByte(UTF
8Reader.java:687)
        at com.sun.org.apache.xerces.internal.impl.io.UTF8Reader.read(UTF8Reader
.java:557)
        at com.sun.org.apache.xerces.internal.impl.XMLEntityScanner.load(XMLEnti
tyScanner.java:1750)
        at com.sun.org.apache.xerces.internal.impl.XMLEntityScanner.peekChar(XML
EntityScanner.java:494)
        at com.sun.org.apache.xerces.internal.impl.XMLDocumentFragmentScannerImp
l$FragmentContentDriver.next(XMLDocumentFragmentScannerImpl.java:2647)
        at com.sun.org.apache.xerces.internal.impl.XMLDocumentScannerImpl.next(X
MLDocumentScannerImpl.java:607)
        at com.sun.org.apache.xerces.internal.impl.XMLDocumentFragmentScannerImp
l.scanDocument(XMLDocumentFragmentScannerImpl.java:488)
        at com.sun.org.apache.xerces.internal.parsers.XML11Configuration.parse(X
ML11Configuration.java:835)
        at com.sun.org.apache.xerces.internal.parsers.XML11Configuration.parse(X
ML11Configuration.java:764)
        at com.sun.org.apache.xerces.internal.parsers.XMLParser.parse(XMLParser.
java:123)
        at com.sun.org.apache.xerces.internal.parsers.DOMParser.parse(DOMParser.
java:240)
        at com.sun.org.apache.xerces.internal.jaxp.DocumentBuilderImpl.parse(Doc
umentBuilderImpl.java:300)
        at javax.xml.parsers.DocumentBuilder.parse(DocumentBuilder.java:205)
        at builder.XMLObjectBuilder.build(XMLObjectBuilder.java:43)
« Last Edit: June 28, 2012, 07:44:56 am by sayaks »
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Tuplis

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Don't have the source code right here. I'll be home in about 2 hrs but in the meantime, remove the <Type> field, I think the builder gets a null object from it and is messed because of that (and I need to fix that ofc). If that doesn't work, wait for a couple hours and I'll get back to you :)
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sayaks

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No, that wasn't it, it seems as if the game doesn't support ¤ and §, thus my window, pillar and fencegate didn't work :/
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