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Author Topic: Iron Testament - an ancient "open world roguelike" (pre-alpha)  (Read 81879 times)

Skyrunner

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Re: Iron Testament - an ancient "open world roguelike" (pre-alpha)
« Reply #180 on: October 01, 2013, 10:33:16 pm »

I want your language gen D:<
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Clownmite

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Re: Iron Testament - an ancient "open world roguelike" (pre-alpha)
« Reply #181 on: October 01, 2013, 10:54:37 pm »

I want your language gen D:<

Here it is: https://dl.dropboxusercontent.com/u/1257659/Python/Iron%20Testament/gen_languages.py

I'm running Python 2.7. Let me know if you have any questions or see any major issues. The code is pretty messy.
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Anvilfolk

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Re: Iron Testament - an ancient "open world roguelike" (pre-alpha)
« Reply #182 on: October 02, 2013, 09:27:38 am »

Man, this game is looking more kickass everyday! :)

Also, Python, woooo! I'm going to be checking out that sourcecode for sure :)

Skyrunner

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Re: Iron Testament - an ancient "open world roguelike" (pre-alpha)
« Reply #183 on: October 04, 2013, 08:14:38 am »

Such dense Python code xD I don't think I'm going to be able to read it easily ... especially since I haven't ever coded in Python cept for a few script-y usages like renaming files.
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Anvilfolk

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Re: Iron Testament - an ancient "open world roguelike" (pre-alpha)
« Reply #184 on: October 04, 2013, 09:02:18 am »

Yeah, not my favourite naming scheme either, but heck, I'm surprised that someone who codes in C++ would say that :D

Skyrunner

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Re: Iron Testament - an ancient "open world roguelike" (pre-alpha)
« Reply #185 on: October 04, 2013, 09:47:50 am »

I dunno, there's something about lack of curly brackets and the importance of whiteapace that just throws me off. S:
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Glloyd

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Re: Iron Testament - an ancient "open world roguelike" (pre-alpha)
« Reply #186 on: October 04, 2013, 10:01:49 am »

Regarding a demo, I'd prefer the first option. I'd just love to take a shot at trying it out.

Clownmite

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Re: Iron Testament - an ancient "open world roguelike" (pre-alpha)
« Reply #187 on: October 04, 2013, 06:34:06 pm »

Such dense Python code xD I don't think I'm going to be able to read it easily ... especially since I haven't ever coded in Python cept for a few script-y usages like renaming files.

Haha, the point of Python is that it's supposed to be human-readable. What language are you coming from? It is a little weird that whitespace counts but I got used to it pretty easily. You can always just add in a comment at the end of loops and stuff. I also used a pretty obtuse way of specifying valid syllable onsets/codas, so that might make it even more confusing.
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Nienhaus

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Re: Iron Testament - an ancient "open world roguelike" (pre-alpha)
« Reply #188 on: October 05, 2013, 06:35:59 am »

Such dense Python code xD I don't think I'm going to be able to read it easily ... especially since I haven't ever coded in Python cept for a few script-y usages like renaming files.

Haha, the point of Python is that it's supposed to be human-readable. What language are you coming from? It is a little weird that whitespace counts but I got used to it pretty easily. You can always just add in a comment at the end of loops and stuff. I also used a pretty obtuse way of specifying valid syllable onsets/codas, so that might make it even more confusing.
I find it reasonable to read, But then again most the coding I've learned is by looking at code.
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Clownmite

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Re: Iron Testament - an ancient "open world roguelike" (pre-alpha)
« Reply #189 on: October 07, 2013, 06:18:27 pm »

I've continued to do a little work the past few days. There's not yet a conversation system in place, but you can ask people to join your group now (they'll agree if they don't have a job). Before I finished coding everything, I had my first adventure: I asked someone to join my party, and after she accepted I realized she was a young mother of 2. We went to a bandit cap and were promptly slaughtered.

I'm starting to return to thinking about what should happen when someone who is an active participant of the economy dies. In normal cases, the person's son, or some other apprentice, would probably take over without too much trouble. So, I'm thinking that usually any economy agent will have some sort of apprentice which could take over the business on their death. However, if you can "take care" of the business owner and apprentices, that will effectively remove the economy agent from the game.

Of course, right now the game looks at whichever commodity is most demanded, and adds a new agent of that type back into the game. I'm thinking that there will have to be a "training" period associated with each commodity, where an agent will commit to the economy, but it may take him a year or two (or more?) to actually get up and running. So that a psychotic player could kill all the blacksmiths in town, and see some definite effects in the economy, but that town wouldn't be economically crippled forever (nor would it instantly recover). How does something like that sound? Also, I'll have to figure out some sort of immigration mechanic, where outsiders or residents from other cities could move in and become economy agents in a city, so that there's not a fixed amount per city.
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Mephansteras

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Re: Iron Testament - an ancient "open world roguelike" (pre-alpha)
« Reply #190 on: October 08, 2013, 11:42:36 am »

Seems reasonable to me.
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Graknorke

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Re: Iron Testament - an ancient "open world roguelike" (pre-alpha)
« Reply #191 on: October 08, 2013, 11:53:25 am »

Sounds like a sensible system to me. Although I think that sometimes a town should end up economically crippled. If the town was only important because of its industry, and you trashed that industry, the town would have a hard time recovering.
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Mephansteras

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Re: Iron Testament - an ancient "open world roguelike" (pre-alpha)
« Reply #192 on: October 08, 2013, 11:59:05 am »

Sounds like a sensible system to me. Although I think that sometimes a town should end up economically crippled. If the town was only important because of its industry, and you trashed that industry, the town would have a hard time recovering.

Depends. This should be a natural outcome of competition. So, if for example you have a town that is successful because it has some of the best potters in the world, and they get killed, then the town will take a long time to recover as the apprentices gradually take over and learn their craft. But they're not selling amazing pottery, they're just selling normal pottery, so it gives some other town an opportunity to become famous for their pottery instead. But if no one else sells good pottery, the town could eventually recover its former glory.

After all, if your town is the only source of something (like Damascus Steel, which was a product of the natural alloys available in the area), then no one else can possibly take that advantage away from you. It may cripple the town for a while, but eventually they'll get the steelworks back up and running and sell that unique item again. If anyone can do what you did, or your advantage could actually go away (like a mine running out) then the town's economy should be able to be crippled.
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Clownmite

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Re: Iron Testament - an ancient "open world roguelike" (pre-alpha)
« Reply #193 on: October 08, 2013, 01:03:23 pm »

Sounds like a sensible system to me. Although I think that sometimes a town should end up economically crippled. If the town was only important because of its industry, and you trashed that industry, the town would have a hard time recovering.

Oh, definitely. I'm trying to walk the line between ability for the economy to recover and possibility of catastrophes to occur.
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Nienhaus

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Re: Iron Testament - an ancient "open world roguelike" (pre-alpha)
« Reply #194 on: October 09, 2013, 08:09:21 am »

Go to small town, Get trained by Blacksmith, Kill Blacksmith and take his and and job, Sell your goods.
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