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Author Topic: What was that Real Time roguelike game?  (Read 4095 times)

Torak

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What was that Real Time roguelike game?
« on: February 15, 2009, 08:38:34 pm »

There was a topic about an in-development roguelike a few months ago, the most defining feature was that it was real-time. I've tried searching for it on the forum/internet with no results.

Does anyone remember? It had a demo out, where you fight in an arena until you die.
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Okenido

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Re: What was that Real Time roguelike game?
« Reply #1 on: February 15, 2009, 08:50:53 pm »

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yamo

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Re: What was that Real Time roguelike game?
« Reply #2 on: February 16, 2009, 03:17:38 am »

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Torak

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Re: What was that Real Time roguelike game?
« Reply #3 on: February 16, 2009, 03:20:33 am »

Okenido got it, thanks.
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Wimdit

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Re: What was that Real Time roguelike game?
« Reply #4 on: February 16, 2009, 03:23:23 am »

So what, now this thread just dies?

I CANNOT ALLOW THAT
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Tahin

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Re: What was that Real Time roguelike game?
« Reply #5 on: February 16, 2009, 04:09:20 am »

Woah. He released the engine, and it even has a python example! Awesome! I think I may be more interested in this than the game itself.
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Rhodan

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Re: What was that Real Time roguelike game?
« Reply #6 on: February 16, 2009, 05:26:16 am »

I'm using the library to make my own stuff, it's pretty neat.
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Sean Mirrsen

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Re: What was that Real Time roguelike game?
« Reply #7 on: February 16, 2009, 05:28:54 am »

There's also 3095.
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Re: What was that Real Time roguelike game?
« Reply #8 on: February 16, 2009, 06:28:13 am »

I'm using the library to make my own stuff, it's pretty neat.
Likewise. Seems like quite a few people are. The Doryen Library certainly does make it easier to develop a roguelike, as far as I can see, though apparently the Python implementation has some issues involving True Color and framerate (i.e. it's about five times slower than the C version, somewhere around 40-50 FPS; unsure if that's also factoring in things like pathfinding and other background processes).
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Tahin

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Re: What was that Real Time roguelike game?
« Reply #9 on: February 16, 2009, 10:50:50 am »

Well, it's python. It's going to be a bit slower than C. That said, five times slower is a bit much, especially when all the rendering and such is done in C, so...

Well, it's a beta (I think) so that kind of stuff is understandable.

Anyhow, I'll probably play around with this once I'm not working on other projects.
I particularly like the lighting system. Anyone know if it's set up to handle multiple light sources? I'd just look at the code, but for some reason I have a great deal of trouble reading other people's python, and I don't even want to touch the C stuff. I hate C.
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Rhodan

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Re: What was that Real Time roguelike game?
« Reply #10 on: February 16, 2009, 11:09:22 am »

I'm not sure if libtcod even has a lighting system.  It has LOS and pathfinding and stuff, but I think lighting is something you'd have to add yourself.  The various colour blending options should make this a breeze though.
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Sowelu

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Re: What was that Real Time roguelike game?
« Reply #11 on: February 16, 2009, 11:48:54 am »

Isn't there a realtime multiplayer online angband out there somewhere?  The graphics never worked right for me, but there were definately people online.

I just don't see where these things are much different from Diablo.  I see cooldown timers on those skills and I really hope there's autoattack.
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Tahin

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Re: What was that Real Time roguelike game?
« Reply #12 on: February 16, 2009, 12:28:31 pm »

I'm not sure if libtcod even has a lighting system.  It has LOS and pathfinding and stuff, but I think lighting is something you'd have to add yourself.  The various colour blending options should make this a breeze though.

I'm pretty sure it does. At least it has the torch option in line of sight that adds a flickering effect to the LOS. Don't know if that actually translates to a full lighting system with light sources other than the player, though.
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Rhodan

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Re: What was that Real Time roguelike game?
« Reply #13 on: February 16, 2009, 02:09:42 pm »

I'm not sure if libtcod even has a lighting system.  It has LOS and pathfinding and stuff, but I think lighting is something you'd have to add yourself.  The various colour blending options should make this a breeze though.

I'm pretty sure it does. At least it has the torch option in line of sight that adds a flickering effect to the LOS. Don't know if that actually translates to a full lighting system with light sources other than the player, though.

That's the demo thingy, the torch is just coded on top, it's not a function in the actual library.
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Aqizzar

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Re: What was that Real Time roguelike game?
« Reply #14 on: February 16, 2009, 08:17:28 pm »

I can't believe no one else brought it up.  You know what I first thought when I saw Real Time Roguelike?  ZZT, because it was ASCII and it rocked.
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