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Author Topic: Cult - New Development Video (5-10-12)  (Read 114233 times)

Epithemius

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Re: Cult - NEW ALPHA TECH DEMO v0.2!
« Reply #690 on: February 01, 2012, 09:36:36 pm »

And that may be some of the prettiest ASCII I've ever seen.
The look of the game is pretty damn great. I like that when not actively moving your character, the environment is still moving, not frozen in time. The cloud shadows are a great idea. Same with the reflective water, it's still ACSII, but much more detailed and realistic.
« Last Edit: February 01, 2012, 09:39:41 pm by Epithemius »
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Lord Dullard

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Re: Cult - NEW ALPHA TECH DEMO v0.2!
« Reply #691 on: February 03, 2012, 10:27:35 pm »

Currently working on pathfinding for point-and-click maneuvering of the PC (and of course I'll need the algorithm later for NPCs, too). After that I'm going to be doing some more work on the regional map generator, which will probably take a significant amount of time, since I have to account for so many different potential biomes.
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Max White

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Re: Cult - NEW ALPHA TECH DEMO v0.2!
« Reply #692 on: February 03, 2012, 10:29:38 pm »

I thought libcod came with path finding algorithms for you to use.

Willfor

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Re: Cult - NEW ALPHA TECH DEMO v0.2!
« Reply #693 on: February 03, 2012, 10:35:28 pm »

I thought libcod came with path finding algorithms for you to use.
Imagine how much libtcod clashed with how you wanted to work with the graphics and interface. Now imagine that same circumstance as applying to libtcod's pathfinding capabilities.
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Max White

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Re: Cult - NEW ALPHA TECH DEMO v0.2!
« Reply #694 on: February 03, 2012, 10:36:44 pm »

Eh, that had more to do with the horrid way it handled input. From my short testing of it, it did lighting and path finding alright.

Lord Dullard

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Re: Cult - NEW ALPHA TECH DEMO v0.2!
« Reply #695 on: February 03, 2012, 10:46:05 pm »

Yes, it comes with path finding in both A* and Dijkstra's implementations.

I'm not terribly interested in using them, since I'm also probably not going to be using libtcod's FOV, and its path finding is dependent on the use of its FOV maps.

And the simple and short answer is: I'd rather do it myself.
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Max White

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Re: Cult - NEW ALPHA TECH DEMO v0.2!
« Reply #696 on: February 03, 2012, 10:50:07 pm »

Ah, an respectable answer if ever I knew one.

Lord Dullard

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Re: Cult - NEW ALPHA TECH DEMO v0.2!
« Reply #697 on: February 03, 2012, 10:58:31 pm »

This does, however, bring me to an interesting impasse. Up until now I'd pretty much planned on making the game real-time as opposed to turn-based, since I have a number of ideas that would simply work better if that were the case. But, if anybody has any arguments as to why I shouldn't do this, now would be the time to put them forth, before I start writing time-based movement. Any thoughts?
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Max White

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Re: Cult - NEW ALPHA TECH DEMO v0.2!
« Reply #698 on: February 03, 2012, 11:01:47 pm »

You are only using libtcod for graphics, right? Not input?

Lord Dullard

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Re: Cult - NEW ALPHA TECH DEMO v0.2!
« Reply #699 on: February 03, 2012, 11:08:36 pm »

The input has worked just fine and dandy, for me. No problems at all thus far.
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Max White

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Re: Cult - NEW ALPHA TECH DEMO v0.2!
« Reply #700 on: February 03, 2012, 11:10:13 pm »

Well see how it goes, but I love real time roguelikes.

Knight of Fools

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Re: Cult - NEW ALPHA TECH DEMO v0.2!
« Reply #701 on: February 04, 2012, 01:25:48 am »

I'm all for real time, as long as you can easily pause it.
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Lord Dullard

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Re: Cult - NEW ALPHA TECH DEMO v0.2!
« Reply #702 on: February 04, 2012, 09:52:15 am »

A* algorithm complete, and appears to be working well thus far.
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nenjin

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Re: Cult - NEW ALPHA TECH DEMO v0.2!
« Reply #703 on: February 04, 2012, 12:31:16 pm »

I prefer turn-based in games like this. Imagine DF with no ability to stop and smell the roses.

I'm ok with real-time, but if I had my druthers it would have an active pause key like DF, where you can punch it to freeze time but you can still operate the UI, look around, gather information, ect....
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Lord Dullard

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Re: Cult - NEW ALPHA TECH DEMO v0.2!
« Reply #704 on: February 04, 2012, 03:17:08 pm »

I prefer turn-based in games like this. Imagine DF with no ability to stop and smell the roses.

I'm ok with real-time, but if I had my druthers it would have an active pause key like DF, where you can punch it to freeze time but you can still operate the UI, look around, gather information, ect....

That's pretty much what I had planned.

Real-time, but with a pause key that would allow the player to gather information and also make tactical decisions (a la Dragon Age or Mass Effect, albeit a lot more detailed than that). But I'd prefer the ability to maintain real-time combat with MMO-like hotkeys/shortcuts. As much as I love old-school roguelikes, I much prefer the fluidity of real-time combat.
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