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Author Topic: Rune: the Roguelike  (Read 2341 times)

Fenrir

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Rune: the Roguelike
« on: December 20, 2008, 04:05:05 pm »

Your friendly neighborhood giant-wolf is now a part of the Rune community. I'm currently working on a roguelike while I wait for my copy of Rune Gold. You can see the full details here. I made a wonderful first impression: putting the topic in the wrong forum, getting people confused about what I was doing, then carrying on like it was Ragnarok. Some days I feel like I should have stayed bound by Glepnir. Oh well, no use crying over spilt mead.

Fenrir was taken, so I took Skoll, which can be poetically used to refer to myself.
« Last Edit: January 01, 2009, 08:42:00 pm by Fenrir »
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Dasleah

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Re: Rune: the Roguelike
« Reply #1 on: December 20, 2008, 04:15:01 pm »

Hey, I like your idea of using a colour map to paint the tiles. I've been thinking about how to do that without creating a massively unwieldy array for my maps - why didn't it occur to me to do that? Yeesh.

Anyway, I haven't a clue what this whole Rune thing is, but good luck on it anyway. May I suggest taking a look at Libtcod? That's what I'm using and I have to say, it's pretty damn awesome.

And, of course, in before the obligatory 'omg fenrir is back omg go away lol' comments that follow you around.
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Pokethulhu Orange: UPDATE 25
The Roguelike Development Megathread.

As well, all the posts i've seen you make are flame posts, barely if at all constructive.

Creamcorn

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Re: Rune: the Roguelike
« Reply #2 on: December 20, 2008, 04:22:40 pm »

Will there be plenty of ways to die horribly?
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"OH NO! That carp is gulping at me menacingly, even though it cannot really threaten me from here on land!  I KNOW! I'll dodge into the water, where I'll be safe!"

Fenrir

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Re: Rune: the Roguelike
« Reply #3 on: December 20, 2008, 04:25:30 pm »

Yes, Libtcod does look awesome. I'd use that, but I already know pdcurses and this is a small project, so I'll learn to use Libtcod later when I start on Einherjar (that project I mentioned but never did).

I've been back for some time already. I've been keeping to the "Finally..." section, so I suppose I could have gone unnoticed.

Will there be plenty of ways to die horribly?
Like I said in the thread on the Rune forums, I'm trying to stay as simple as my self-control will allow. I consider this a warm up for Einherjar, which will have plenty of opportunities for horrible death. In short: No, I'm afraid not.
« Last Edit: December 20, 2008, 04:29:51 pm by Fenrir »
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Kagus

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Re: Rune: the Roguelike
« Reply #4 on: December 27, 2008, 06:53:31 am »

Hey, cool.  I loved Rune, and I most certainly love roguelikes.  Sounds like an interesting combination.

But it also sounds like you're holding back for the sake of your future project.  Seems a shame, but oh well.  I happen to think that a huge amount of detail in one roguelike is better than a small amount of detail in several roguelikes, but that might just be me.


Also, you have to find some way of including (or at least taking inspiration from) that one level in the goblin caves where you cross a bunch of bridges over a waterfall/river.  That underground canyon area with all the fruit trees growing off the sides was an incredibly stylish area, I just wanted to stay there when I first experienced it.

Goddamn linear games...

Fenrir

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Re: Rune: the Roguelike
« Reply #5 on: December 27, 2008, 11:51:37 am »

I'm holding back because this would be my first roguelike. Right now I've postponed the project for a little while. I'm not really sure how to go about the weapon inventory, so I think I'll come back to this after a little while. Unlike the last roguelike that burned out, I won't delete the source code. Why did I do that? I had this awesome inventory going. Items stacked and everything!

Should I switch to libtcod for Rune: the Roguelike? Gore would be much easier with... hell, the whole thing would be much easier. The trouble is, I have this thing, I guess it's like OCD in a way, that if it's not hard, I'm being lazy. I would feel like I was cheating or being lazy by using Libtcod. It's crazy, I know, but that's how I feel. I guess I could use that then come back to curses later if I felt like punishing myself. Crud, but maybe I'm giving up to soon.

I'm going to go insane.
« Last Edit: January 01, 2009, 08:42:41 pm by Fenrir »
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Kagus

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Re: Rune: the Roguelike
« Reply #6 on: December 27, 2008, 02:35:33 pm »

Easy, take the technically easy route and then try to think up complex features to add in that would require innovative implementation.  Create challenges by solving puzzles, instead of just banging your head against a wall.

The more powerful the tools, the more interesting the limits are.

Fenrir

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Re: Rune: the Roguelike
« Reply #7 on: December 27, 2008, 03:14:40 pm »

Thanks, Kagus.

I don't have my copy of Rune yet and I've only played the demo, so I won't be able to add levels from the campaign. I think I'll get the mechanics up, like fighting and such, and design the levels once I've played through Rune.
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Kagus

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Re: Rune: the Roguelike
« Reply #8 on: December 27, 2008, 09:41:04 pm »

You really should get around to playing Rune, it's got some really cool environments in it.  I've been itching to make a dwarven fortress similar in design to the one featured in Rune, but it'd take a hell of a lot of mechanisms...  And space.



Speaking of dwarves, be careful when you first encounter them.  They're a lot faster than they look.

Fenrir

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Re: Rune: the Roguelike
« Reply #9 on: December 27, 2008, 11:25:17 pm »

You really should get around to playing Rune, it's got some really cool environments in it.
It's coming. I ordered it a day or two ago. I'm so excited; we'll have to do battle in multiplayer sometime.

EDIT: That was a thoroughly idiotic way to use the word 'so'.
« Last Edit: December 27, 2008, 11:46:49 pm by Fenrir »
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Fenrir

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Re: Rune: the Roguelike
« Reply #10 on: January 01, 2009, 08:38:42 pm »

I need some advice. I need to have a variable to store what weapon the player is wielding. I considered using a pointer, but what if the player isn't wielding anything? I'd have a dangling pointer on my hands.
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deadlycairn

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Re: Rune: the Roguelike
« Reply #11 on: January 01, 2009, 09:48:01 pm »

I know nothing whatsoever - or at the least very very little about coding, so feel free to ignore this comment. But couldn't you just have fists as a weapon as well to avoid that problem?
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Quote from: Ampersand
Also, Xom finds people that chug unidentified fluids pleasing.
Quote from: Servant Corps
Ignorance of magic does not give scientists the power to resist fireballs.

Fenrir

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Re: Rune: the Roguelike
« Reply #12 on: January 01, 2009, 09:58:45 pm »

But couldn't you just have fists as a weapon as well to avoid that problem?
I have considered this, but you can't fight with your fists in Rune. I'd like to stay as true to Rune as possible -- least as far as mechanics are concerned -- so I'll see if I can find another solution first.
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deadlycairn

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Re: Rune: the Roguelike
« Reply #13 on: January 01, 2009, 11:12:27 pm »

Have some kind of scripted no damage response then (I realise my ideas aren't exactly original, but they're the best I can do with the knowledge I have, which, as I mentioned, is very little) eg: You're not currently wielding anything to attack with!
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Quote from: Ampersand
Also, Xom finds people that chug unidentified fluids pleasing.
Quote from: Servant Corps
Ignorance of magic does not give scientists the power to resist fireballs.

Fenrir

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Re: Rune: the Roguelike
« Reply #14 on: January 01, 2009, 11:14:54 pm »

That's a good idea. I have some time to think about it while I get the actual inventory working.

Thanks for all your suggestions deadlycairn.
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