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Author Topic: Cult - New Development Video (5-10-12)  (Read 114427 times)

Armok

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Re: Cult - v0.15 Tech Demo Released
« Reply #195 on: August 03, 2010, 10:33:03 am »

Maybe you mean culturedness? Or civility?
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Lap

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Re: Cult - v0.15 Tech Demo Released
« Reply #196 on: August 03, 2010, 03:51:04 pm »

I'm really hoping there is more focus on management and overall strategy than individual dungeon crawling. There are plenty of pure dungeon crawls I could play if I wanted to focus on that, but there are very few that focus on the bigger picture. Looking at the similar dichotomy of dwarf fortress's adventure/fortress mods I think that time and effort spent on the actual fortress part has a far better payoff.
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Lord Dullard

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Re: Cult - v0.15 Tech Demo Released
« Reply #197 on: August 04, 2010, 02:14:31 pm »

Maybe you mean culturedness? Or civility?

Well, we're delving into semantics here, but the short answer is no. The first two definitions of 'culture':

cul·ture [kuhl-cher] noun, verb, -tured, -tur·ing.
–noun
1.
the quality in a person or society that arises from a concern for what is regarded as excellent in arts, letters, manners, scholarly pursuits, etc.
2.
that which is excellent in the arts, manners, etc.

@Lap:

There's likely to be a significant focus on dungeon crawling, although it should be a party experience as much as an individual one - but it'll hardly be the sole focus if the game shapes up similarly at all to what I have in mind for it. I suppose the balance between kingdom management and individual questing should be roughly comparable to the sort of balance found in 'Actraiser' (though with completely different and far more complex gameplay, hopefully!) - i.e., both aspects are important to the overall goal. Perhaps a better comparison would be to some of the more in-depth Mount & Blade mods, where kingdom management becomes important but still depends on individual fighting skill and troop management.

At any rate, if you're worried that the game will mostly just be an exceptionally randomized roguelike, that's not what I intend. The roguelike attributes of the game should not outbalance any of the other aspects - they should merely add their own type of 'fun' to the mix while allowing players good at roguelike mechanics an edge (besides acting as nostalgic flavor for those of us who are fond of crawls).
« Last Edit: August 04, 2010, 02:21:29 pm by Lord Dullard »
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maxicaxi

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Re: Cult - v0.15 Tech Demo Released
« Reply #198 on: August 05, 2010, 12:42:42 am »

I like civility as a counterpoint to military
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nuker w

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Re: Cult - v0.15 Tech Demo Released
« Reply #199 on: August 05, 2010, 07:39:14 am »

Posting to watch. Also, just a general question, what code is this in? (feel free to not reply to it, just wondering)
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Lord Dullard

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Re: Cult - v0.15 Tech Demo Released
« Reply #200 on: August 05, 2010, 12:18:08 pm »

I like civility as a counterpoint to military

I don't mind 'civility'. Since it's been suggested by a couple people, I suppose I could make the switch.

@nuker w:
The game is written entirely in Python.
« Last Edit: August 05, 2010, 12:32:25 pm by Lord Dullard »
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nuker w

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Re: Cult - v0.15 Tech Demo Released
« Reply #201 on: August 05, 2010, 11:07:04 pm »

Python? Wow, nice job.
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Lord Dullard

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Re: Cult - v0.15 Tech Demo Released
« Reply #202 on: August 06, 2010, 11:20:29 am »

Making quite a lot of progress on the World Atlas functions.

Pretty soon I should be able to have a rudimentary version up and available for use. Additionally, now that half-genned worlds are saveable and I can pick up progress where I've left off in the worldgen process, work on testing any new code implementations should be sped up considerably. By which I mean 'no more waiting five minutes for the worldgen process to complete before testing one new line of code'.

Also, black coffee is liquid goodness.
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Acanthus117

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Re: Cult - v0.15 Tech Demo Released
« Reply #203 on: August 06, 2010, 04:13:59 pm »

Also, black coffee is liquid goodness.

True dat.

I don't need no pussy milk or cream!

I just need sugar. Lots of it.
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Lord Dullard

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Re: Cult - v0.15 Tech Demo Released
« Reply #204 on: August 07, 2010, 09:55:27 am »

Progress continues. I should have been doing laundry and going to the bank today, but I've been coding instead. Oops...

I've got most of the framework for the World Atlas menu in now; mostly from this point on it will just be a matter of adding availability to content as content is created.



I also added a LOT of variability to the various world-drawing functions, allowing small segments of any world to be drawn into a flexible on-screen space on the fly. This'll allow me to add handy little screenshots of the various in-game locations to the Atlas, as well as giving me some leeway later on for crap like treasure maps and the like (assuming there are ever treasure maps, but that's one thing that comes to mind).

At this point I should probably be working on allowing civs to war with each other and conquer territory during worldgen, so I'm going to try to get started on that this morning. Also, civs need to have a LOT of detail added; right now they're pretty much just a list of names with a few random variables tacked on. At some point I'm going to have to bite the bullet and start compiling huge lists of items, creatures, and various other crap to determine what sort of imagery each civ will use, what type of stuff they produce and export/import, yada yada.

But I'm procrastinating on that one for as long as possible.
« Last Edit: August 07, 2010, 10:53:25 am by Lord Dullard »
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Lap

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Re: Cult - v0.15 Tech Demo Released
« Reply #205 on: August 07, 2010, 04:41:38 pm »

The GUI is very smooth for a roguelike. Good choice of font and colors. Well done.
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Lord Dullard

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Re: Cult - v0.15 Tech Demo Released
« Reply #206 on: August 08, 2010, 10:31:22 am »

Thanks to everyone for the feedback, suggestions, and comments. I know I can't overstate it enough, but it's all very much appreciated.

Okay, here's some crack --- er, candy -- for folks:

Spoiler (click to show/hide)

The first screenshot is a listing of world nations in the particular world I generated for that shot; the other is a centered view of one of the nations ('Oakrite'). The second will probably be cleaned up more after I get home from work today, with colorized territory and towns/castles on display. Most of the menu options at this point are still defunct, but I'll be working on them as I work on worldgen; primarily I just want to get the Atlas working to the point that it'll display civ relationships and historical battles/territorial disputes so that I can check to make sure my code is functioning properly without printing tedious debug stuff to the shell.

Shouldn't take me long to get to that point; civs now develop relationships with each based on how similar their cultures are. There's an element of randomness to culture generation now, so it's possible for civilizations to score quite high in almost all areas (though the odds of rolling such scores are extremely low).

All the framework for wars to start and territorial disputes to be settled is also in place, I've just got to code in the actual switching-of-ownership, which shouldn't be too hard (I know I'm going to be eating my own words here).
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Lap

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Re: Cult - v0.15 Tech Demo Released
« Reply #207 on: August 08, 2010, 12:31:26 pm »

I'm really interested in learning about the rich history and culture of nation 18.
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Servant Corps

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Re: Cult - v0.15 Tech Demo Released
« Reply #208 on: August 08, 2010, 11:44:15 pm »

I'm awaiting this with bated breath.
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maxicaxi

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Re: Cult - v0.15 Tech Demo Released
« Reply #209 on: August 09, 2010, 01:37:16 am »

I'm really interested in learning about the rich history and culture of nation 18.
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I have absolutely no idea what's going on in this fort any more. Migrants arrive, they die for some reason, the fort is flooded for another reason, then dwarves go mad, more dwarves die and I'm just laughing in my distress.
you cannot defeat the potato.
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