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Author Topic: My C++ Projects - Tower of Azari v0.31 - "I'm not dead yet."  (Read 52072 times)

timmeh

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Re: My C++ Projects - Tower of Azari v0.30 - Update 11/16/09, MAGIC!
« Reply #255 on: December 10, 2009, 06:16:40 pm »

Okay, the game now keeps a vector of rooms.  When you go to a floor you haven't been on before it generates a new one and adds it to the vector.  Just need to add stairs and do some clean-up and it'll be ready for a tech-demo of sorts.

@Outcast Orange - It doesn't at the moment, but it shouldn't be too hard to make it remember what rooms are connected to each other, and from there some primitive for of A* shouldn't be too hard to set up... I like this idea, I'll come back to it as soon as I've got the clean-up and stuff done.  I should be able to wrap that up and get it uploaded tonight, which is good because without sharing the source code I haven't bothered to back anything up, and my computer is getting a little finicky on me again...

I like the key/lock idea too, and it shouldn't be too hard to set up later.  I'll definitely consider it, but again, I want to get a basic tech demo up for you guys to mess around with real quick first, then I can go back and add new stuff :D  Besides, I need to clean up some of the code anyways.  I was in a hurry trying to get some of the stuff set up, and broke a few of my syntax style rules... (okay, so I broke most of them...)

I've got FoV in using the suggested algorithm, but I can't really take credit for it, cause I ended up using someone else's library.  It works well enough, although I still need to adjust it to have a circular field of view instead of the rectangle it's got now, but most of the rooms are tight enough that you won't notice it anyways, so I'm not really in any hurry there.

[EDIT]:  I will be on MSN later, and I was on some this afternoon, but I need to get dinner first.  Shouldn't be much more than an hour or so though.
« Last Edit: December 10, 2009, 06:18:23 pm by timmeh »
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On the Wall is a Masterfully engraved carving of Urist McHardcastle and Goblins. Urist McHardcastle is surrounded by the Goblins. The Golbins are stamping on Urist McHardcastle. Urist McHardcaste is laughing at the Goblins. The carving related to the prolonged and bloody death of Urist McHardcastle in the Fall of 1659, the Winter of 1659, and the Spring of 1660. On the engraving is an image of Cheese.

timmeh

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Re: My C++ Projects - Tower of Azari v0.301 - Update 12/10/09, tech-demo!
« Reply #256 on: December 10, 2009, 09:37:30 pm »

Version 0.301 has been uploaded, along with the source code and project file, to my 4shared.  The link can be found in the first post, or below the next paragraph in this post.

Note: Version 0.301 is a tech-demo, and is far from being fully playable.  It has a working menu, map generation, movement, doors, message log and some other things, but there's no monster to kill, no loot to collect, and no goals to achieve.  Version 0.30 is mostly functional, if a little buggy, so if you're wanting to try Tower of Azari for the first time try that one first.  That being said, if you're interested in seeing where I'm taking it with the re-write, check out the newer version.

Download Link


[EDIT]:  It may be a little buggy, so any and all bugs found would be great.  Since the tech-demo is kinda small, I think I'll go ahead and highlight some of the stuff you can check out.

Map generation.  The first map you start on is the bottom floor, you start near the exit to the town (feel free to try to leave, eventually that's how you'll reach the shops, but not yet, need items for that!).  If you can find the stairs up you can explore another floor.  The Tower is incredibly tall, and you should theoretically be able to reach floor 32767 or so before you encounter any bugs :P

The help screen, credits, and even the title screen are all loaded from files in the 'data/display/' directory.  Try changing them and you'll see the changes in-game.  I did this both so that I could change them easier, and so that once I've finish, ToA can act as an engine for other rogue-likes.

The player classes are loaded from a file as well, feel free to mess around with it.  I haven't tried anything unexpected with it though, so you may find a few bugs.

The room layouts used in map generation are loaded from a file too (noticing that I like external files?  :P ).  You can change them all you want, just make sure each line in the layout is the same length. 
0 = Void (empty space)
1 = Floor
2 = Wall
3 = Closed Door
You can try other things if you want, up through 7 are valid tiles, but anything beside those might be a little weird.
« Last Edit: December 10, 2009, 09:46:13 pm by timmeh »
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On the Wall is a Masterfully engraved carving of Urist McHardcastle and Goblins. Urist McHardcastle is surrounded by the Goblins. The Golbins are stamping on Urist McHardcastle. Urist McHardcaste is laughing at the Goblins. The carving related to the prolonged and bloody death of Urist McHardcastle in the Fall of 1659, the Winter of 1659, and the Spring of 1660. On the engraving is an image of Cheese.

Outcast Orange

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Re: My C++ Projects - Tower of Azari v0.301 - Update 12/10/09, tech-demo!
« Reply #257 on: December 10, 2009, 10:04:07 pm »

Everybody has to try this.

It feels very polished for a rogue-like, even with so few features.
The maps are awesome, and even though I know there is nothing to find,
 I feel I may find something at any time.

Thanks for the interesting run Timmeh!

Edit:

Here are some of my custom rooms:
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)

It seems I put too many doors on the north side of those.
Also, they're blue because my computer does not support color change.
I have no idea why not, and assume it to be a rare ailment.

I'm probably going to write up a "Room Pack" for this thing, full of random randomnesses.

« Last Edit: December 10, 2009, 11:10:37 pm by Outcast Orange »
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Re: My C++ Projects - Tower of Azari v0.301 - Update 12/10/09, tech-demo!
« Reply #258 on: December 10, 2009, 11:13:50 pm »

Oh man, your computer looks like it died and went to graphic artifact hell.  Looking forward to trying this.
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Alexhans

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Re: My C++ Projects - Tower of Azari v0.301 - Update 12/10/09, tech-demo!
« Reply #259 on: December 10, 2009, 11:26:03 pm »

wow... This new visual style is both cool and weird! :P

I've read the thread today and my only comment so far (besides a warm congratulation for your progress :D) is that you should be careful with the moving rooms/stairs whatever because if the user doesn't see it moving it will feel like if the dungeon was just a random mess, do you know what I mean?  If you don't actually see the movement it will look buggy more than anything unless you have a very clear way of showing it.

I can't play test the game much right now but rest assured that I will do soon.
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Nivim

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Re: My C++ Projects - Tower of Azari v0.301 - Update 12/10/09, tech-demo!
« Reply #260 on: December 11, 2009, 12:13:10 am »

 @ Alexhans: That is the reason why I wanted objects and creatures to be saved with their room; so you'd have more than a slight clue that it's "shifting rooms" as opposed to "more totally random rooms".

 Orange, I note that your design looks a lot like some dwarven mine shafts from a few old games I've played. Like random shafts were made for veins and then abandoned. Doesn't really fit with it being a tower, but good for underground.

 Now off to test the other four numbers for tiles; I hope for a chair. I will also see what happens when you create an opening into the nothingness and walk in.

Edit:
Spoiler (click to show/hide)

Edit 2:
Discovery! A 3 is a closed door, and a 4 is an open door! A 5 is down stairs, and a 6 is up stairs. 7 and 0 act as invisible walls!

Edit 3:
Also, it's quite fine to put multiple doors "too close" together; it will just pick one and increase variability! You can add more doors to other rooms to make them fit more often.

Edit 4: Oh, and going up a fake staircase crashes the game.
« Last Edit: December 11, 2009, 01:13:42 am by Nivm »
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Outcast Orange

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Re: My C++ Projects - Tower of Azari v0.301 - Update 12/10/09, tech-demo!
« Reply #261 on: December 11, 2009, 12:34:18 am »

I think this thing is awesome.
Tower of Azari has become something I will keep my eye on from now on.
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Jack_Bread

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Re: My C++ Projects - Tower of Azari v0.301 - Update 12/10/09, tech-demo!
« Reply #262 on: December 11, 2009, 01:12:47 am »

Wow. I can't wait until you throw in shops! :)
I love how incredibly customizable this it. Keep it up!

Outcast Orange

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Re: My C++ Projects - Tower of Azari v0.301 - Update 12/10/09, tech-demo!
« Reply #263 on: December 11, 2009, 01:14:56 am »

Isn't it crazy?
 You can even customize the start-up screen,
help menu, and credits.

Timmeh wins the user customization award, hands down.
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Nivim

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Re: My C++ Projects - Tower of Azari v0.301 - Update 12/10/09, tech-demo!
« Reply #264 on: December 11, 2009, 02:13:07 am »

 My current room text.
Spoiler (click to show/hide)

And a title screen that better reflects my idea of the tower.
Spoiler (click to show/hide)
« Last Edit: December 11, 2009, 09:15:42 pm by Nivm »
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Imagine a cool peice of sky-blue and milk-white marble about 3cm by 2cm and by 0.5cm, containing a tiny 2mm malacolite crystal. Now imagine the miles of metamorphic rock it's embedded in that no pick or chisel will ever touch. Then, imagine that those miles will melt back into their mantle long before any telescope even refracts an image of their planet. The watchers will be so excited to have that image too.

Outcast Orange

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Re: My C++ Projects - Tower of Azari v0.301 - Update 12/10/09, tech-demo!
« Reply #265 on: December 11, 2009, 10:43:42 am »

I'm going to load up your rooms and check them out.
I'll post mine if you wish, but only the custom ones.

Also, you aren't the first one to customize the ASCII tower, here's mine:

Spoiler (click to show/hide)

It's really just badly done fan art, I suppose.
That happened yesterday though.

EDIT: Here they are:
Spoiler (click to show/hide)

I'll add more later.

EDIT: I've added your rooms to my game. They're nice.
The chasm is pretty interesting.

And here's my new daily contribution:
Spoiler (click to show/hide)

Sorry about the excessive use of void,
 I suppose they don't fit well with the tower theme,
 but then again, there could be deadly cold void?
« Last Edit: December 11, 2009, 10:58:27 am by Outcast Orange »
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Re: My C++ Projects - Tower of Azari v0.301 - Update 12/10/09, tech-demo!
« Reply #266 on: December 11, 2009, 01:48:34 pm »

Timmeh, do you mind if I use your room code?
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Re: My C++ Projects - Tower of Azari v0.301 - Update 12/10/09, tech-demo!
« Reply #267 on: December 11, 2009, 03:23:04 pm »

Looks good.  The FoV algorithm seems to be working well.  I think that was a good choice, since it tends to show a lot of the room you are in.  Not being able to see where stairs were after they were out of sight was annoying.
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Outcast Orange

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Re: My C++ Projects - Tower of Azari v0.301 - Update 12/10/09, tech-demo!
« Reply #268 on: December 11, 2009, 03:25:22 pm »

I agree on the stairs issue.
I think stairs should have some sort of "furniture" tag,
 and anything with that tag will remain grayed out once explored.
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timmeh

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Re: My C++ Projects - Tower of Azari v0.301 - Update 12/10/09, tech-demo!
« Reply #269 on: December 11, 2009, 03:28:02 pm »

Not at all!  You may have to make a couple changes to make it fit your map structure/class though.  If you need any help with it just let me know.

I've been messing around with a couple things.  I tried (and failed) to get rooms to remember connections, each time with problems figuring out how to handle the first room and node, but I've learned a bit each time.  I'll try it again in a little bit, but there are a few other things I need to get done today beside programming, that I need to go ahead and get done now.

In the mean time, I have made a couple changes that I'll mention, although I don't want to do new upload just yet.  I fixed the player, so that he's drawn with the same background color as the floors, and I did a bit more code cleanup.  More importantly, I got scrolling maps working.  The size of the maps is still internal, but I've tested them and they seem to be working even when they have to scroll in both directions.  I'm planning on moving the size to an external file soon, although I'm not 100% sure how just yet.  Scrolling may cause me a little grief later, since I'll have to adjust where I draw enemies and items later accordingly, but I've already written a couple functions to determine how far they need to be moved (they're already in use for the player and map drawing actually) so it shouldn't be too bad.

Loving the new rooms everyone!  I'll go through and add some of these to the default file before the next upload.

As to the stairs (was posted while I was typing this, that's why it's at the end of the post) - If I can figure out how best to draw them I will.  The floors and walls are actually an entirely different tile, but I'll see what I can do, shouldn't be too hard.  Probably just a color change on the stairs instead of a new tile...
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On the Wall is a Masterfully engraved carving of Urist McHardcastle and Goblins. Urist McHardcastle is surrounded by the Goblins. The Golbins are stamping on Urist McHardcastle. Urist McHardcaste is laughing at the Goblins. The carving related to the prolonged and bloody death of Urist McHardcastle in the Fall of 1659, the Winter of 1659, and the Spring of 1660. On the engraving is an image of Cheese.
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