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Author Topic: Aqizzar makes a game  (Read 15574 times)

Aqizzar

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Re: Lunkheads Zero - Release #4 - Boom!
« Reply #75 on: September 03, 2013, 11:12:31 pm »

The object's angle and velocity are translated into integers of horizontal and vertical movement, then applied one step at a time as close to the actual angle as possible.  (All movement is performed in orthogonal directions.)  If the object hits an obstruction, the angle and remaining movement is flipped along the axis hit, and the object's velocity and total number of moves is reduced by the bounce factor.

Thankfully, in the process of typing this, I've seen a possible cause of the problem.  This is what I get when I bang out an entire physics engine in one sleep-deprived weekend.

EDIT: Yeah, at this point, I'm just saying fuck it.  Until further notice, things just aren't allowed to be very elastic.
« Last Edit: September 04, 2013, 12:06:30 am by Aqizzar »
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MaximumZero

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Re: Lunkheads Zero - Release #4 - Boom!
« Reply #76 on: September 04, 2013, 12:48:08 pm »

Dude. You need air resistance.
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Willfor

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Re: Lunkheads Zero - Release #4 - Boom!
« Reply #77 on: September 04, 2013, 06:24:14 pm »

Dude. You need Flubber.

(This is decided less useful than MZ's recommendation)
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Aqizzar

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Re: Lunkheads Zero - Release #5 - Artsy
« Reply #78 on: September 09, 2013, 08:29:49 pm »

I spent a couple days playing around with Kyzrati's excellent REXPaint art program, laying out some basic interface ideas and generally entertaining myself by drawing a couple fake screenshots of Lunkheads Zero Release #219.  I was going to use these to demonstrate where I think I'm going with this game before my impatience got the better of me and I just went back to programming.  At least now I'm impatient to do something I actually want to talk about.

With a couple days work, I laid the groundwork for a menu system, starting at the player's Inventory.  Then REXPaint got to my head and I went a little overboard.





Download:
https://www.dropbox.com/s/f4gy39dr68bi30b/Lunkheads%20Zero%20-%20%235.rar

Only new feature is the Inventory - press (I) to open it like every other game with an Inventory.  The sidebar menu and main-window menu are both superfluous right now, but only because I haven't finished my idea for the sidebar and there's so few things to pick up.  Also, the game looks a lot better with 10x10 tiles, but I'm not totally committed to it yet.  Of course the far more obvious addition is the item descriptions, a feature that will surely become a millstone around my neck at some point in the future.  I probably spent more time designing and implementing those two pictures than I did the Inventory menu code, and a plethora of items is only going to make it worse.

Implementing the pictures made me sit back and think about what exactly I want to accomplish with this project.  The game that I ultimately want to make will be a fully graphical, real-time game, and if I was actually serious about it those sorts of operations should be the first thing I study, not making a fancy looking turn-based console game.

At first I just wanted the pictures because I thought it'd be a neat way of demonstrating what I have in mind, and they're easy if time consuming to make.  But I remembered that even making a roguelike isn't my actual goal, I do really love roguelikes.  It's certainly what I started learning how to program for, and from the day I sat down with MSDN and this forum, I was imagining a very graphically developed console game.

Out of all the roguelikes I've played, I think my all-around favorite (besides Dwarf Fortress naturally, in a category all its own) is Caves of Qud.  On top of having a lot of content, it's a graphically busy and interesting game.  All the bells and whistles don't change the gameplay in any way, but it's much more visually engaging than 16 color Codepage 437 graphics have a reason to be.  And I always thought if I made a roguelike, I'd want to make something like that, a visually unique game.  Which is why I've apparently wedded myself to the investment of fancy interfaces and a gallery of ASCII art for what's supposed to be an experimental game.  Because I'm going to make a roguelike anyway just for the Hell of it, and if I'm going to make a roguelike it's damn well going to be the one I'd want to make.

That being said, all other art and whatnot from here to a while from now will probably be very basic.  I've settled into a process of developing one piece of core functionality at a time, until eventually I have asomething with enough mechanics to be a genuine game, at which I'll start flexing my creative muscles and flesh out the content.  I kinda have a bet with myself on far into the process I can get before I turn on the random number generator, at which point I'll consider it to be actually gamey.  I suppose I should make a To Do list in the near future.
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Tack

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Re: Lunkheads Zero - Release #5 - Artsy
« Reply #79 on: November 26, 2013, 12:25:10 am »

PTW
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Aqizzar

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Re: Lunkheads Zero - Release #5 - Artsy
« Reply #80 on: November 26, 2013, 12:28:10 am »

Well I did kind of ask for that.

For the curious, the entire last two months of inactivity has been caused by three things: over-developing an inventory system before chopping the whole thing out, wondering how to make the interface to convey it, and most of all developing and then bugtesting a worker's compensation auditing system at my job which has completely sapped my patience for coding.

Seriously it was mostly that last one.  Thanksgiving looks promising for me to get back on that horse.
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Minstrel

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Re: Lunkheads Zero - Release #5 - Artsy
« Reply #81 on: November 28, 2013, 04:14:16 am »

...and then bugtesting a worker's compensation auditing system at my job which has completely sapped my patience for coding.

Before I got to the end of the sentence I thought "we pay them now?"

Gamerlord

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Re: Lunkheads Zero - Release #5 - Artsy
« Reply #82 on: November 28, 2013, 04:22:31 am »

Interesting.

Aqizzar

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Re: Lunkheads Zero - Work In Progress
« Reply #83 on: December 02, 2013, 09:31:05 pm »




These screenshots represent way more effort than it looks like.  I basically made a really simple Caves of Qud style inventory system first, then halfway through a Diablo style inventory before realizing it was complete crap, then had to walk the whole thing backwards to a useful state and go from there.

The way the inventory will now work is: You have your Overall Inventory, which is just everything you're carrying.  At some point this will have practical restrictions on how much you can lug around but I haven't decided what yet.

Then there's your usable items, which is broken up into three categories.  Equipment, what you're wearing; Held Items, your tools and weaponry; and Belt Items, small stuff like grenades and ammo and 'potions' and whathaveyou.  I don't plan on allowing an item to fit into multiple categories, but I can't let go of the possibility.  Equipment has a certain number of body slots stuff can fit to (head, legs, etc).  Held Items come in different sizes, mainly one-handed and two-handed, so you can hold two small tools or one big one.  And the number of things you can place in your Belt is determined by what you're wearing, i.e. tool belts.

In order to use an item, this means you first have to equip it, then press the hotkey for that item back on the main screen.  This sounds like a pain, but I actually like it, I feel like it lends the game more of an action-y feel.  Held Items should have a very simple process to use like the roguelike standard of walking into enemies to swing a weapon at them, and some key to bring up ranged firing.  I didn't think about how this would radically change the keymappings, since can't very well use 'G' to pick up items when 'G' needs to be an item.

I didn't get as much done over the holiday as I wanted, right now only Belt Items work and the effects of equipment is still a theory.  At some I'm going to have to come up with a genuine characteristics system, since right now the PC's stats are Jump Height, Throwing Distance, Belt Size, and Bounciness.

I'm not going to bother putting up a sharelink for every little milestone I cross, because who the Hell is actually downloading a demo with less than a minute of gameplay.  However, I am wide open to comments on my new inventory model, and development suggestions since I'm having deciding what to work on after I get the rest of the inventory squared away.  I'd like to tackle adding and removing tiles, but I think I should have a better model of what exactly a tile is before I get there.
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Aqizzar

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Re: Lunkheads Zero - Work In Progress
« Reply #84 on: December 18, 2013, 11:41:04 pm »



I'm making a unified system of cell materials, where a single cell in the gameworld can have a variety of things in it (air, dirt, etc).  The most prominent material forms the base color and the tile graphic if nothing special is present, but shows the most prominent special material if there is one.  Every cell has a foreground and background material, which poses some questions about displaying things in a console-based format.  I think as long as I'm using Libtcod as a display crutch anyway, I'll take advantage of it's 150-ish color format instead of the standard 16, but I'm not going to bother with prettiness until after I've done every core gameplay thing I can think of.

My method of thinking through one feature at a time might be an issue though, this cell-material business might not lend itself to placing cells, or carrying cells as items, or building structures.  But it will play very nicely with cave-ins, fluids, gas-clouds, and other cool shit I really don't need to be planning at this stage.

In the process, I'm also moving moving most of the content-handling into external files à la Dwarf Fortress raws.  This is not to accommodate future modding support so much as making it way easier to develop content, although I guess it does both in theory.  One of those things I figured would be better to do sooner rather than later.  I've already planned out how to store materials, items, my ill-conceived item graphics, and map-generation parameters.  I haven't started map-generation yet, but I kinda have to to make use of my cell-materials rewrite and it'll probably be among the easier major components I've tackled.

I haven't planned out the actual mining mechanic all this crap is made to support, but I'm hoping to have at least a slapdash implementation done by New Years.  Got a lot of vacation time coming up.
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Gamerlord

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Re: Lunkheads Zero - Work In Progress
« Reply #85 on: December 18, 2013, 11:50:40 pm »

Can you explain in uh... simplified terms? I can't really follow that.

Aqizzar

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Re: Lunkheads Zero - Work In Progress
« Reply #86 on: December 18, 2013, 11:54:34 pm »

Can you explain in uh... simplified terms? I can't really follow that.

Every cell in the gameworld contains materials, in the foreground and background.  If the foreground material is opaque, if shows the foreground, if not it shows the background.  The most common material in the cell determines what it looks like, and if anything in the cell is special, like minerals or whatever, it shows that too.  Other things about a cell, like whether you can stand on it or swim in it or how hard it is to dig through, are determined by all of the materials in the cell, but I haven't done that part yet.

The rub is that I have no idea how to make this idea work with mechanics like buildings or how to carry around the stuff you dig up.
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Gamerlord

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Re: Lunkheads Zero - Work In Progress
« Reply #87 on: December 18, 2013, 11:58:13 pm »

Ah, I see now.

Aqizzar

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Re: Lunkheads Zero - Work In Progress
« Reply #88 on: January 03, 2014, 12:25:06 am »

Code: [Select]
#MATERIAL
HANDLE:default_stone
TYPE:stone
DISPLAY_FORE:▓,dark_grey,light_grey
DISPLAY_BACK:▓,black,dark_grey
#END

#MATERIAL
HANDLE:default_air
TYPE:gas
DISPLAY_FORE: ,black,black
DISPLAY_BACK: ,black,black
PROPERTY:transparent
#END

#MAP_SPACE
TAG:debug_default_map
DIMENSIONS:9,9
DEFAULT_MATERIAL:default_air
GRAVITY:9.8

AREA_DEF:L:HANDLE:stair_left/1
AREA_DEF:R:HANDLE:stair_right/1
AREA_DEF:P:HANDLE:platforms/1
AREA_DEF:Y:HADNLE:pyramid/1
AREA_DEF:C:HANDLE:crevase/1
AREA_DEF:e:HANDLE:empty/1
AREA_DEF:F:HANDLE:filled/1

SET_DEF:1/1
1:MAP
FFFFFFFFF
FeeeeeeeF
FeeeeeeeF
FeLeeeeeF
FeeLeRPeF
FeFFFeeeF
FeeeYeRCF
FePRFFFFF
FFFFFFFFF
#END

#MAP_TILE
TILE_CHAR:F
SET_DEF:1/1
1:MATERIALS:default_stone/10
#END

#MAP_AREA
HANDLE:stair_left
SET_DEF:1/1
1:FOREGROUND
F``````````
FF`````````
FFF````````
FFFF```````
FFFFF``````
FFFFFF`````
FFFFFFF````
FFFFFFFF```
FFFFFFFFF``
FFFFFFFFFF`
FFFFFFFFFFF
1:BACKGROUND
F``````````
FF`````````
FFF````````
FFFF```````
FFFFF``````
FFFFFF`````
FFFFFFF````
FFFFFFFF```
FFFFFFFFF``
FFFFFFFFFF`
FFFFFFFFFFF
#END

I was going to ramble about all the inner mechanics of this system, but it speaks for itself.  I feel like being enigmatic.  Not fully operational yet, but should tomorrow or so, depending on how much I need to fake working at my real job.

Obviously behind schedule from where I wanted to be with Christmas vacation, but ehhh.
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Minstrel

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Re: Lunkheads Zero - Work In Progress
« Reply #89 on: January 06, 2014, 07:59:03 pm »


Very intelligent code stuff - snipped!

I was going to ramble about all the inner mechanics of this system, but it speaks for itself.  I feel like being enigmatic.  Not fully operational yet, but should tomorrow or so, depending on how much I need to fake working at my real job.

So, does the legibility of that code mean we will be able to simply add tiletypes ourselves? Or design "vaults" like in some Angbands?
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