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Author Topic: Roguelike starting development - IllFate  (Read 1465 times)

RantingRodent

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Roguelike starting development - IllFate
« on: December 26, 2009, 11:34:57 pm »

I've started developing a Roguelike of my own. Seeing Dwarf Fortress come this far using a game design I always wanted to tackle and always assumed was not feasible has built up some motivation.  To make sure I stay motivated, I'm going to try to keep the development process as public and open as possible. That way I have the external pressure of public failure preventing me from giving up on it if I get frustrated.

I am maintaining a development blog, here: http://blog.andrewtraviss.com/?cat=30

Every time I post an update I am attaching the latest version of the game to the post. Check it out some time. There's very little there right now, but I intend to maintain a steady pace.

You'll notice that I am using my DF graphics pack for graphics at this point in time. It is based on Sphr's originally, and if the community here thinks there's a problem with that then I can dump it in favour of something else. Seeing as how I am already putting effort into that pack I thought it was best to make effort for my game benefit DF and vice versa.
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Hippoman

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Re: Roguelike starting development - IllFate
« Reply #1 on: December 27, 2009, 11:21:59 am »

Sounds nice. I'll follow it.
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ductape

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Re: Roguelike starting development - IllFate
« Reply #2 on: December 27, 2009, 02:32:11 pm »

I am definitely following this. Are you developing this in ActionScript?
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Hippoman

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Re: Roguelike starting development - IllFate
« Reply #3 on: December 27, 2009, 07:15:24 pm »

Looks like C++ to me.
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RantingRodent

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Re: Roguelike starting development - IllFate
« Reply #4 on: December 27, 2009, 07:15:56 pm »

I've been a diehard Flash dev since Flash 6. You bet it's actionscript, although I will be relying on some haXe libraries and PixelBender for improved performance.
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ductape

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Re: Roguelike starting development - IllFate
« Reply #5 on: December 27, 2009, 11:34:20 pm »

a bit of a side-rail, but how do you use HaXe libraries in ActionScript? Do you compile to .swf from HaXe then bring it into ActionScript? Or are you writing this all in HaXe?

Sorry for the newb question, I am trying to learn and I will be following your progress. It would be nice if you included some of the inside programming stuff in your blog also.
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RantingRodent

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Re: Roguelike starting development - IllFate
« Reply #6 on: December 28, 2009, 09:05:03 am »

Polygonal Labs has released a version of his haXe data structures library in compiled SWC format. Flex Builder (and probably FDT and FlashDevelop as well) can understand that.

I was planning to start making separate posts on little technical things. I won't be making posts here to announce those, though, that will just be through the RSS feed.
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Hippoman

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Re: Roguelike starting development - IllFate
« Reply #7 on: December 28, 2009, 02:27:25 pm »

Can you teach me?
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RantingRodent

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Re: Roguelike starting development - IllFate
« Reply #8 on: December 28, 2009, 05:10:33 pm »

I'm generally good at teaching beginners, but recent experience seems to indicate that I'm not very good at it if I can't sit down at a computer with them.
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RantingRodent

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Re: Roguelike starting development - IllFate
« Reply #9 on: December 29, 2009, 12:54:12 pm »

I made a post about my approach to saving and loading. If you have any feedback on it, please post it as comments on the blog instead of here. The activity on the blog will help keep me going and allow some discussion with people outside of the bay12 community. It may also save me having to cross-post my responses.
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RantingRodent

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Re: Roguelike starting development - IllFate
« Reply #10 on: January 09, 2010, 02:57:51 am »

I just made another update where you need to pick up a key to be able to open the exit door. Not too much to it, but I figure I will echo each update here until the game is further along.

Any opinions on the running? Should the game actually render your character at each position in the run rather than just moving you instantly to the end?
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Graven

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Re: Roguelike starting development - IllFate
« Reply #11 on: January 09, 2010, 03:45:05 am »

Just voicing my support, nothing unusual... move along...

Well I can't honestly say "It's pretty good" because there's not much of it yet :) What I will say is "Keep going as far as you can and godspeed!". The implementation of force and velocity is nice, however, and I don't know if I've seen it before.

Then again, if it hadn't been explained in the post I probably wouldn't have noticed it, but it's a very nice addition regardless.

And yes, it'd be nice to have rendered running, but perhaps with the option of turning it off?
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RantingRodent

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Re: Roguelike starting development - IllFate
« Reply #12 on: January 09, 2010, 07:24:45 am »

Thanks.

I had the same concern, that you can't tell that you actually bounced off of the wall. If I were to implement the render-every-step method, it would apply there as well, so you would actually see that you bounced. I expect the system to be a lot more important once things are thrown around or struck.
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kristleifur

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Re: Roguelike starting development - IllFate
« Reply #13 on: February 18, 2010, 06:49:53 am »

Nice. Thanks for documenting it all ... v. cool of you to do so, sir.
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quinnr

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Re: Roguelike starting development - IllFate
« Reply #14 on: February 18, 2010, 10:26:26 am »

I'll watch it too :D
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