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Author Topic: Chartered Waters: new demo! 5/28  (Read 10642 times)

Skyrunner

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Chartered Waters: new demo! 5/28
« on: June 18, 2013, 08:51:12 am »

Chartered Waters[codename] is a roguelike(like) that I have been working on for the past week or so. It was intended to be a seven day roguelike, but stuff happened and I have no chance of matching that deadline. Instead, I've decided to try and flesh the game out. :D I'm also planning on posting little dev logs of what I've worked on so far. There are some features l really like in my game >_<

It's about trading, really. I liked the Uncharted Waters games, or rather Uncharted Waters Online in particular. I also wanted to make a trade game from before. Then I wanted to make any game at all, so I decided to go for it. The creative title is clearly a mirror into the brimming font of creativity my mind is. :D
I initially thought of making a static world, but procedural generation is both awesome and fun. Also, a true roguelike should have procedural generation for as much as it can get away with. Another nice thing to have would be AIs running around and competing with you, buying and selling to maximize their profit. Therefore, these are the goals I have.

1. Make a trading game, like Uncharted Waters.
2. Make it have procedurally generated terrain, town names, ship names...
3. Make it open source.
4. Have AIs that are basically the same as the player run around the world.
5. Make it as fast as I can. No endless development. Put something playable on the market, then improve on it.
6. I can't think of any more.

Screenshots:





501 KB, Dropbox link to game. The zip obviously only works natively on Windows. If
Quote
The Program can't start because MSVCP120.dll is missing from your computer.
download these x86 version.

View the README for some controls.


I shall link the following in later posts. ;D
Quick dev log
Link to Github commit records
Day 2. Terrain generation, and a prototype of A* pathing.
Day 3. Name generator, and "game states" to hopefully make UI less painful.
Day 4. Married A* pathfinding with the world map, making it aware of the terrain and pathing around it.
Day 5. Changed item IDs to strings, and pushed all the definitions into external json files.
Day 6. Coded the shop UI. You can now buy from, but not sell to, a shop.
Day 6.5. Mostly finished the shop UI.
Day 7. Finished buying from the shop.
Day 7.5. Implemented selling.
Day 8. Locking the camera to the ship is a thing. Also, you can now scroll the map. I immediately bumped the world up to 256x256 from the original 128x64.
Day 9. Item spawning was created.
Day 10. Item lists are fully filled out, and the shop and ship windows have undergone a cosmetic change.

I occasionally post things about CW on my blog here.
« Last Edit: May 31, 2014, 06:30:01 am by Skyrunner »
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Tiruin

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Re: [codename] Charted Waters — Nautical trade roguelikelike
« Reply #1 on: June 18, 2013, 09:15:13 am »

PTW :)

Could support in writing if need be.
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miauw62

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Re: [codename] Charted Waters — Nautical trade roguelikelike
« Reply #2 on: June 18, 2013, 09:18:32 am »

PTW too.
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Haspen

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Re: [codename] Charted Waters — Nautical trade roguelikelike
« Reply #3 on: June 18, 2013, 09:20:28 am »

PTW v:

* Haspen also gives his dragoney blessings to the project :3
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MaximumZero

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Re: [codename] Charted Waters — Nautical trade roguelikelike
« Reply #4 on: June 18, 2013, 09:33:56 am »

I neeeeeeed this game. Need it.

* MaximumZero throws virtual money at Skyrunner.
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Canisaur

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Re: [codename] Charted Waters — Nautical trade roguelikelike
« Reply #5 on: June 18, 2013, 09:36:53 am »

Looks like fun!

Also, I like the example trade goods.  Fried chicken, fruit loops, and... carbon nanotubes!
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Willfor

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Re: [codename] Charted Waters — Nautical trade roguelikelike
« Reply #6 on: June 18, 2013, 11:55:49 am »

Will Remalles appreciate in price? Musicians are a risky investment.
« Last Edit: June 18, 2013, 12:45:42 pm by Willfor »
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Re: [codename] Charted Waters — Nautical trade roguelikelike
« Reply #7 on: June 18, 2013, 12:39:37 pm »

Very cool. Chicken-cheese sounds disgusting though.  :P Also there are 666 demonic marks. Coincidence?  :o
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Haspen

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Re: [codename] Charted Waters — Nautical trade roguelikelike
« Reply #8 on: June 18, 2013, 12:45:09 pm »

Considering that number of the beast is 616, must be a coincidence.
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Skyrunner

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Re: [codename] Charted Waters — Nautical trade roguelikelike
« Reply #9 on: June 19, 2013, 09:37:37 am »


Woo!

Edit; what this is is a mostly working shop screen. Buy and  sell both work, but sell works less well than buy. You can even see a bug right now. All sell prices are the same.
« Last Edit: June 19, 2013, 10:57:37 am by Skyrunner »
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Mephansteras

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Re: [codename] Charted Waters — Nautical trade roguelikelike
« Reply #10 on: June 19, 2013, 10:54:00 am »

Nice! I was wondering what you were working on. I completely approve of this project.
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Tiruin

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Re: [codename] Charted Waters — Nautical trade roguelikelike
« Reply #11 on: June 19, 2013, 07:02:25 pm »

I loved testing this, however the only critique I can give has either been given via Bay12 General Board IRC, or..that. Because I've no knowledge on programming..

Still, this is looking real great. Especially the humor goods.

Nice! I was wondering what you were working on. I completely approve of this project.
I wonder if you could help her program. :)
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GalenEvil

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Re: [codename] Charted Waters — Nautical trade roguelikelike
« Reply #12 on: June 20, 2013, 02:51:31 am »

PTW! Glad this is coming along nicely ^_^
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LordSlowpoke

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Re: [codename] Charted Waters — Nautical trade roguelikelike
« Reply #13 on: June 21, 2013, 02:08:41 pm »

I wanted a game like this for a while now, hence PTW.
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Skyrunner

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Re: [codename] Charted Waters — Nautical trade roguelikelike
« Reply #14 on: June 22, 2013, 03:29:57 am »

No matter what it may seem like, I haven't forsaken this!
If you look at the github repository, I've made a few commits, including the ability to scroll the map around (essential for people who don't have 68292x10309 screens), the shop screen opening when you press 's' upon visiting a city, and larger maps. Nothing especially noteworthy has been done due to finals.
What's next is creating item spawns and stuff in cities. I'm probably going to make zones of agriculture, or industrial, or craftsmanship (zones may overlap) and choose items from a pool to produce there. Selling will depend on if the item is produced in that city, if the item's a type of item produced in that zone(eg, selling broad beans in an agricultural zone city that doesn't produce hroad beans), and how far your city is from the nearest city that does produce that item.

I have a question; does anyone read the dev talk at all? O_o I fear that it'd be a useless waste of effort if nobody uses it ;_;
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