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Author Topic: Start with roguelike develompment  (Read 928 times)

kaisermzn

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Start with roguelike develompment
« on: August 26, 2016, 02:24:44 pm »

Hello,
I work as a developer (business software) with medium level domain Java and C #, and I would like to start programming Roguelikes, I do not care quality graphics or language (better with IDE).

Someone can help me know where to start?

 :) :) :)
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FallacyofUrist

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Re: Start with roguelike develompment
« Reply #1 on: August 27, 2016, 12:55:41 pm »

Heh.
Disclaimer: I have never programmed or designed(beyond the barest bits) a roguelike in my life. Making this just my opinion, if still one I think is correct.
~~~
First up: you'll need to know what you're programming. A rougelike, yes. But what kind of roguelike? What mechanics are going to go into it? What will make it special?

In short: before you program it, design it.
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monkey

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dorf

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Re: Start with roguelike develompment
« Reply #3 on: August 28, 2016, 12:29:03 pm »

What will make it special?
This isn't necessary at this point. But everything else I agree with.

Also note that game programming is different from business programming.
In game programming you will have an explicit "game loop" which is literally a never-ending while-loop. In there you will have things like AI, user input, sound & music, gfx, etc. Said code will be executed every 30 milliseconds.
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darkflagrance

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Re: Start with roguelike develompment
« Reply #4 on: August 28, 2016, 04:18:56 pm »

What will make it special?
This isn't necessary at this point. But everything else I agree with.

Also note that game programming is different from business programming.
In game programming you will have an explicit "game loop" which is literally a never-ending while-loop. In there you will have things like AI, user input, sound & music, gfx, etc. Said code will be executed every 30 milliseconds.

In a turnbased roguelike, most of this code should be similar to a standard application, being related to interface stuff. I doubt there will be a need to have AI make decisions on a time interval as opposed to each turn.

Theoretically, a primitive turnbased roguelike could even use the same code as interface of a business program, except that it displays the tiles of the map and the log from the game instead of business functions.
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dorf

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Re: Start with roguelike develompment
« Reply #5 on: August 29, 2016, 03:31:51 am »

Ah yes, I've forgotten that RLs are primarily turnbased!
« Last Edit: August 29, 2016, 03:34:17 am by dorf »
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