Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 12 13 [14] 15 16 ... 21

Author Topic: Iron Testament - an ancient "open world roguelike" (pre-alpha)  (Read 81930 times)

HopFlash

  • Bay Watcher
    • View Profile
Re: Iron Testament - an ancient "open world roguelike" (pre-alpha)
« Reply #195 on: October 09, 2013, 09:39:11 am »

Go to small town, Get trained by Blacksmith, Kill Blacksmith and take his and and job, Sell your goods.
but what is with the watchmen or other entities like gods (you know...god sees all!)?
Logged
GENERATION 11: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.

Inactive Therian Saga Char: Stormhead
Dominions: 4.03 Berytos; 4.06 Pangaea; 4.08 Arcoscephale; 4.11 Shinuyama
Inactive Wurm Online Char: Stormhead

Nienhaus

  • Bay Watcher
    • View Profile
Re: Iron Testament - an ancient "open world roguelike" (pre-alpha)
« Reply #196 on: October 09, 2013, 09:43:38 am »

Go to small town, Get trained by Blacksmith, Kill Blacksmith and take his and and job, Sell your goods.
but what is with the watchmen or other entities like gods (you know...god sees all!)?
Well clearly you can bribe the watchmen by offering to fix their equipment for free, As for the gods I'll just use the dead Blacksmith as a sacrifice!
Logged

Graknorke

  • Bay Watcher
  • A bomb's a bad choice for close-range combat.
    • View Profile
Re: Iron Testament - an ancient "open world roguelike" (pre-alpha)
« Reply #197 on: October 09, 2013, 02:04:06 pm »

Go to small town, Get trained by Blacksmith, Kill Blacksmith and take his and and job, Sell your goods.
but what is with the watchmen or other entities like gods (you know...god sees all!)?
Well clearly you can bribe the watchmen by offering to fix their equipment for free, As for the gods I'll just use the dead Blacksmith as a sacrifice!
If the gods are anything like gods that we on Earth have managed to come up with, then they'll probably be at least as easy to pay off as the guards.
Logged
Cultural status:
Depleted          ☐
Enriched          ☑

Clownmite

  • Bay Watcher
    • View Profile
Re: Iron Testament - an ancient "open world roguelike" (pre-alpha)
« Reply #198 on: October 10, 2013, 01:11:56 am »

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

Ha, that would be cool. I doubt I'll be able to do disguise/impersonation stuff, at least not for a long time. But it raises an interesting question: How should the player be involved in the economy, if they choose?

First off, you'd have to play by the same rules as the AI, bidding on items you need and offering stuff to sell. You'd require certain items to produce others. However, the way the game handles transactions is a little bit unintuitive, so I'd have to make it obvious how the system works. I'm worried it would also be a little too easy to "game" the system. I actually think I could add this in relatively quickly, and it might be a help to figure out places where the model breaks down.

This reminds me, I am running into an absolutely bizarre bug. When I run the game on my laptop, people start starving all over the place, every time. When I run the game on my gaming PC, that literally never happens. I am running the same file from the same folder (dropbox synced) so I can't imagine what is causing this.
Logged

Skyrunner

  • Bay Watcher
  • ?!?!
    • View Profile
    • Portfolio
Re: Iron Testament - an ancient "open world roguelike" (pre-alpha)
« Reply #199 on: October 10, 2013, 03:06:36 am »

Clearly you need a debugger. :D

Also, I'll try to take a crack at the entire language gen port to a C-family language sometime soon.

I have a similar issue, where the AIs can do exactly the same thing as the humans, but in my case it's the AIs that game the system. XD Perfect memory and flawless calculations tends to do that. I designed everything so that humans and the AI have the same options, so it's less of a problem in my case.
Logged

bay12 lower boards IRC:irc.darkmyst.org @ #bay12lb
"Oh, they never lie. They dissemble, evade, prevaricate, confoud, confuse, distract, obscure, subtly misrepresent and willfully misunderstand with what often appears to be a positively gleeful relish ... but they never lie" -- Look To Windward

Nienhaus

  • Bay Watcher
    • View Profile
Re: Iron Testament - an ancient "open world roguelike" (pre-alpha)
« Reply #200 on: October 10, 2013, 07:13:20 am »

Clearly you need a debugger. :D
Yes, Yes he does. Hint hint.
Logged

Skyrunner

  • Bay Watcher
  • ?!?!
    • View Profile
    • Portfolio
Re: Iron Testament - an ancient "open world roguelike" (pre-alpha)
« Reply #201 on: October 10, 2013, 08:45:15 am »

Okay, I took a more serious look at your language code, and it's still indecipherable.

For starters, I don't know what all of the chr( n )s are. In WEIRD_CONS_LIST, there's a chr(237) that only appears somewhere down the file as 220:['ng', 'ng', chr(237), chr(238)]. I'm assuming chr(237) is a concept of a character that isn't written down anywhere? Or something? :(

so confusing...
Logged

bay12 lower boards IRC:irc.darkmyst.org @ #bay12lb
"Oh, they never lie. They dissemble, evade, prevaricate, confoud, confuse, distract, obscure, subtly misrepresent and willfully misunderstand with what often appears to be a positively gleeful relish ... but they never lie" -- Look To Windward

Anvilfolk

  • Bay Watcher
  • Love! <3
    • View Profile
    • Portuguese blacksmithing forum!
Re: Iron Testament - an ancient "open world roguelike" (pre-alpha)
« Reply #202 on: October 10, 2013, 08:45:50 am »

This reminds me, I am running into an absolutely bizarre bug. When I run the game on my laptop, people start starving all over the place, every time. When I run the game on my gaming PC, that literally never happens. I am running the same file from the same folder (dropbox synced) so I can't imagine what is causing this.

I guess I'd start with the gaming PC and printing out a stack trace whenever someone gets fed. Figure out a ballpark estimate of where feeding comes from, and then try setting some breakpoints on he laptop to figure out why you're not entering the same code?

professorlamp

  • Bay Watcher
    • View Profile
    • joereynoldsaudio
Re: Iron Testament - an ancient "open world roguelike" (pre-alpha)
« Reply #203 on: October 10, 2013, 10:45:08 am »

Okay, I took a more serious look at your language code, and it's still indecipherable.

For starters, I don't know what all of the chr( n )s are. In WEIRD_CONS_LIST, there's a chr(237) that only appears somewhere down the file as 220:['ng', 'ng', chr(237), chr(238)]. I'm assuming chr(237) is a concept of a character that isn't written down anywhere? Or something? :(

so confusing...
chr() means convert the unicode codepoint into it's respective character.

I.e. chr(237) would bring back í
I'm assuming WEIRD_CONS_LIST is just a list (durhur) of characters that aren't found in the english language. Maybe the encodings such as Latin-1 etc...
Logged
I write music for video games!
www.joereynoldsaudio.com

Clownmite

  • Bay Watcher
    • View Profile
Re: Iron Testament - an ancient "open world roguelike" (pre-alpha)
« Reply #204 on: October 10, 2013, 12:11:59 pm »

Okay, I took a more serious look at your language code, and it's still indecipherable.

For starters, I don't know what all of the chr( n )s are. In WEIRD_CONS_LIST, there's a chr(237) that only appears somewhere down the file as 220:['ng', 'ng', chr(237), chr(238)]. I'm assuming chr(237) is a concept of a character that isn't written down anywhere? Or something? :(

so confusing...
chr() means convert the unicode codepoint into it's respective character.

I.e. chr(237) would bring back í
I'm assuming WEIRD_CONS_LIST is just a list (durhur) of characters that aren't found in the english language. Maybe the encodings such as Latin-1 etc...

Yeah, you are correct. Although for me, chr(237) is φ . This picture has the ASCII conversion I'm using, so chr( <decimal # in that table> ) = <Char in that table>  .

The reason I'm using this at all is that in the main game, I have a 256-tile ascii font, and chr(x) will refer to the xth tile of that font. I don't think I can use unicode or anything with the library I'm using.

To expand on that bit of code: The main way languages choose what character to represent a sound is by using a dictionary to map phoneme #s to possible "normal" consonants. This mapping is what all languages use to start off with. However, if a language gets flagged as "weird", it goes through that list and randomly assigns some of those characters to replace some of the consonants. So, "normal" languages have a 1 in 4 chance of selecting φ as the symbol to represent "ng"; but additionally, if the language is flagged as "weird", φ could end up replacing any consonant at all.

 



I never figured out debuggers, although I've heard Python has some pretty good ones. Does anyone have links to a tutorial for one of them?

« Last Edit: October 10, 2013, 12:19:56 pm by Clownmite »
Logged

Anvilfolk

  • Bay Watcher
  • Love! <3
    • View Profile
    • Portuguese blacksmithing forum!
Re: Iron Testament - an ancient "open world roguelike" (pre-alpha)
« Reply #205 on: October 10, 2013, 01:34:06 pm »

I just installed PyDev and use Eclipse, which is a really nice IDE with plenty of features. PyDev makes use of those. The only problem that I've had is that sometimes it freaks out about external libraries and crashes when you're trying to inspect certain variables. It tends to do this when I'm debugging my code and it refers to, say, Sprites in PySFML. Other than that, way better than writing print all over the place :)

Clownmite

  • Bay Watcher
    • View Profile
Re: Iron Testament - an ancient "open world roguelike" (pre-alpha)
« Reply #206 on: October 10, 2013, 03:10:08 pm »

That's interesting, I didn't know Eclipse supported Python. I may try that out.
Logged

HopFlash

  • Bay Watcher
    • View Profile
Re: Iron Testament - an ancient "open world roguelike" (pre-alpha)
« Reply #207 on: October 11, 2013, 06:12:36 am »

yes...Eclipse with PyDev is my favorite too but if you don't want to get this huge changes you could use the one that is integrated with python: http://docs.python.org/2/library/pdb.html
But I have never tried it. :)

If your program acts different on two machines perhaps you have an other version of python or lib installed?
Logged
GENERATION 11: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.

Inactive Therian Saga Char: Stormhead
Dominions: 4.03 Berytos; 4.06 Pangaea; 4.08 Arcoscephale; 4.11 Shinuyama
Inactive Wurm Online Char: Stormhead

HopFlash

  • Bay Watcher
    • View Profile
Re: Iron Testament - an ancient "open world roguelike" (pre-alpha)
« Reply #208 on: October 11, 2013, 06:17:47 am »

If the gods are anything like gods that we on Earth have managed to come up with, then they'll probably be at least as easy to pay off as the guards.
eh...which fantasy world works with our "real" gods? ;)
ok...the old greek/roman ones are relative interactive but dealing with them is like playing roulette. I would not rely on my bribe if dealing with them I think.

But if you take over the blacksmith business then you might have to deal with difficult question of your new customers. And eventually you need to proof your skills before they accept you.
Logged
GENERATION 11: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.

Inactive Therian Saga Char: Stormhead
Dominions: 4.03 Berytos; 4.06 Pangaea; 4.08 Arcoscephale; 4.11 Shinuyama
Inactive Wurm Online Char: Stormhead

Nienhaus

  • Bay Watcher
    • View Profile
Re: Iron Testament - an ancient "open world roguelike" (pre-alpha)
« Reply #209 on: October 11, 2013, 07:34:35 am »

But if you take over the blacksmith business then you might have to deal with difficult question of your new customers. And eventually you need to proof your skills before they accept you.
WEll put it this way, Say you spend a year learning from the Blacksmith you would get noticed by some people at least so they should already know you.
Logged
Pages: 1 ... 12 13 [14] 15 16 ... 21