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Author Topic: The Roguelike Development Megathread  (Read 247333 times)

Dasleah

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Re: The Roguelike Development Megathread
« Reply #405 on: July 09, 2009, 09:44:25 pm »

um..... just asking, but how would a person create a map larger then the screen? ala, more then 80X25 characters, more like 150x150 or something like that? Basically what is the most effiecient way to do so? Because curses pad feature seems really cryptic in its description for me....

Basically you're looking at a 'viewport'. The size of the map is irrelevant - the only part you need to care about is with the LOS and total number of tiles away from a player's representation. So, instead of rendering the entire map as you're probably doing now, you need to de-couple your current system to take arguments based on player position / state / whatever, and then only bother to render that portion. Scrolling is also a part of this, so if you Google a few tutorials on that, you'll find some relevant information.

Nice to see this thread still gets around. Don't feel bad for necro-ing it!
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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.

Rsugar

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Re: The Roguelike Development Megathread
« Reply #406 on: July 10, 2009, 04:48:42 pm »

Ok, I finally got my code to parse item info files, so now I'm going to work on map generation.

Hopefully I'll have a new build up soon. When I get to the point that the engine of the game is finished, I'm going to release it as open source so people can make their own c++ roguelikes using my engine as a base.

The engine will most likely come standard with these options
Config file parser/reader for Items/Enemies/weapons/ammunition/etc
Map Editor
Map Generator
Sandbox game options (what if we don't want a dungeon crawler? What if we want to be a dwarf that mines and builds stuff?)
Name Generator.
And after all of that is in I'll add more.


After the engine is done, I'm also going to start the construction of the actual game : Pirates Colony Cove (Working title).

The basis of the game is that you are a lone pirate. You start out on a main port island with a few hundred (insert currency here), just enough to buy a small ship, along with supplies. You will also be able to hire crew. Then, you set out to find an uninhabited isle or island that is lush with greenery. You then try to start a colony on the isle or island you've landed on. Your mission is to recruit colonists to join your town, eventually trying to create a major pirate port. There will also be "missions", where you have to do things such as
-take your pirate ship out and capture/destroy other ships
-go hunting in the forest
-help construct new buildings in your colony
-gather resources
and more.
Hopefully, this game will play somewhat like simcity but with the player actually in the city as a person contributing to it. Also war.

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Servant Corps

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Re: The Roguelike Development Megathread
« Reply #407 on: July 10, 2009, 05:00:06 pm »

I now know the basics of how to turn LCS into a game engine. I am thinking of creating a censored version of LCS, but I am trying to see if there is interest. Projects such as the Iraq Crime Squad, the Conservative Crime Squad, and the Liberal Serf Squad could also be potential projects.
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Alexhans

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Re: The Roguelike Development Megathread
« Reply #408 on: July 10, 2009, 05:01:25 pm »

CENSORED???? remember that one of LCS biggest traits is it's amazing dark humour...

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Servant Corps

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Re: The Roguelike Development Megathread
« Reply #409 on: July 10, 2009, 06:13:30 pm »

Of course. But the sex and the cursing seems unprofessional (at least to me) and distracts from its amazing dark humor, unless you can convince me that the LCS is killing people for the right to curse. Which is beyond the pale of sanity, even by Liberal standards.

In any event, I plan on keeping its dark humor, just creating a new brand of dark humor with the censoring. In the next version of LCS, LiteralKa is having certain words be blocked out when Free Speech goes C+. In a rejected example, prositutues become "Marriage Consulers". I'm planning on going down that line of censorship.
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Willfor

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Re: The Roguelike Development Megathread
« Reply #410 on: July 10, 2009, 07:49:46 pm »

Spoiler: Progress (click to show/hide)

Music.

As you can see, I have my priorities straight. But 1) I love making music (even if this tune is still a work in progress), and 2) it was fun. Well, as fun as trying to figure out my options were can be. However, in doing this, I managed to find out how to get the directory path my program is running in. This has always been an obstacle to me actually doing anything with resources.

Next up is a rough draft of combat and messaging.
« Last Edit: July 10, 2009, 07:52:54 pm by Willfor »
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Alexhans

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Re: The Roguelike Development Megathread
« Reply #411 on: July 10, 2009, 08:19:31 pm »

Servant... Why remove the sex jokes...? they're funny and nowadays even a 8 year old is more exposed to sex from TV and other media than from any game they can play.

besides... we do murdering, stealing, drugs, etc, etc... and we have to remove the only concept that is not wrong AT ALL in life? 

Sex is not evil.  Sex is just natural.

Spoiler (click to show/hide)
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Servant Corps

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Re: The Roguelike Development Megathread
« Reply #412 on: July 10, 2009, 08:43:18 pm »

besides... we do murdering, stealing, drugs, etc, etc... and we have to remove the only concept that is not wrong AT ALL in life? 

Oh yeah, I almost forgot. I'm going to need to censor drugs too.

Look, I don't want to get in an argument over if sex is wrong or not. I will state thatI personally don't like those dating lines. Personally, they look trite, ugly, immature, unfunny, and a mockery of the whole "love" process (which was likely the point, but still). And, also, remember that LCS dates people for three reasons:
1) To get love slaves
2) To gain intelligence on where the CCS is located
3) To kidnap and brainwash conservatives.

None of which are "natural" at all. Dating is a tool, it is not love for love's sake. A common tactic is to seduce a CCS Vig., then send him off to on a suicide run so as to free up your Seduction slot so you can seduce someone else...so the LCS doesn't even love to begin with. Seems perfectly okay to censor that and place some other darkly humorous thingy in there to replace it.
« Last Edit: July 10, 2009, 08:46:41 pm by Servant Corps »
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Alexhans

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Re: The Roguelike Development Megathread
« Reply #413 on: July 10, 2009, 08:45:23 pm »

Ok.  I see your point.
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Willfor

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Re: The Roguelike Development Megathread
« Reply #414 on: July 11, 2009, 11:26:13 pm »



Nevermind the multi-squared guy, he only half works at the moment. Or rather, HE works rather well, it's the people interacting with him that don't quite... Though I'm pretty sure how I'm going to fix that. It's just not what I am focusing on.

What I am going to be focusing on now is further expanding the menus and items. Mostly because they are rather non-existent right now.

Also, I've learned why some people prefer not to be open source in a context other than wanting to make money off of it. I would be rather embarrassed to give people free access to my code right now. >_>;

Notes: - Currently the concept of 'player' in the game doesn't exist. It freely cycles control through any active element. Later I am going to close its cycle to units that are loyal to you, in whatever form that may be.

- The projected course of the game's development is basically to make the entire runtime the climax of the game. The party of characters is nearly the finish of their adventure. One battle remains. This is a simulator of the end of a game rather than an entire game itself. Its point is to throw out all the stops from start to finish.

- This is the farthest I've ever gotten in any programming project I've ever undertaken. I'm really starting to get into a groove, and I am enjoying it greatly. :3
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Sowelu

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Re: The Roguelike Development Megathread
« Reply #415 on: July 12, 2009, 02:37:39 am »

That's coming along wonderfully!  Great job!
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Alexhans

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Re: The Roguelike Development Megathread
« Reply #416 on: July 12, 2009, 03:12:37 pm »

Quote
Also, I've learned why some people prefer not to be open source in a context other than wanting to make money off of it. I would be rather embarrassed to give people free access to my code right now. >_>;
lol.  I know how that feels... :P

Keep up the good work!

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Rhodan

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Re: The Roguelike Development Megathread
« Reply #417 on: July 13, 2009, 06:19:06 am »

Quote
Also, I've learned why some people prefer not to be open source in a context other than wanting to make money off of it. I would be rather embarrassed to give people free access to my code right now. >_>;

I know I won't open-source any of my code anytime soon because I just don't like the idea of other people using it or adjusting it.  It's mine, I wrote it.  Miiiiine.
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Keiseth

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Re: The Roguelike Development Megathread
« Reply #418 on: July 13, 2009, 02:06:03 pm »

While collaborating with Fualkner, I redid my code like sixteen times, too embarrassed to share it in its native state. Programming isn't like artwork; it's a mutating thing, and I guess it's normal for it to clutter up now and then.
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Andir

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Re: The Roguelike Development Megathread
« Reply #419 on: July 13, 2009, 03:12:20 pm »

That's actually one of the arguments FOR open source.  It makes you think about how you are coding.  It forces you to follow standards and create highly legible code because you know someone else is going to look at it.  You might think twice about half-assing a part of your algorithm if you know there's a better way just to get done.  ;)
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