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Author Topic: Let's Make! (Dathida's Legacy, a graphical roguelike)  (Read 13446 times)

Bricks

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Re: Let's Make! (Dathida's Legacy, a graphical roguelike)
« Reply #90 on: July 13, 2010, 12:49:39 pm »

To be honest, a little overlap in the rooms always seems more realistic and organic.

This project looks very cool.  I have to commend your no-nonsense programming style.  I usually get bogged down in trying to perfectly simulate angles of impact or something like that, and I end up losing all my steam after finishing one algorithm.  I'm looking forward to a playable demo.  The graphics style is an excellent fusion of realism and roguelike abstraction.
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DrPizza

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Re: Let's Make! (Dathida's Legacy, a graphical roguelike)
« Reply #91 on: July 14, 2010, 07:32:07 am »

The save/load code is proving more tedious than difficult. There's a lot of variables that need to be dealt with individually. I had to make several functions to process saved data into something the game can read. Most of that is out of the way but I need to think about how I'm going to handle the save data as a whole.
Um, just serialize the entire map and everything contained within it (including the player) and dump it to disk.
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Vertigon

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Re: Let's Make! (Dathida's Legacy, a graphical roguelike)
« Reply #92 on: July 14, 2010, 01:26:30 pm »

This thread is awesome, even if Blacken was being an ass.

EDIT:

Yeah, both Morrowind and Oblivion are pretty liberal with letting you leave items lying around.

Oh god, I remember filling the temple of the one with duplicated Varla Stones. It lagged like hell on my 8gb harddrive 360, but it was so fucking entertaining.
« Last Edit: July 14, 2010, 01:34:29 pm by Vertigon »
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Lemunde

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Re: Let's Make! (Dathida's Legacy, a graphical roguelike)
« Reply #93 on: July 15, 2010, 11:52:55 am »

I've been spending the past couple of days playing around with building generation.  I think I got it to where it looks good and generates reliably.  The hub system seems to have been a good idea.  Surrounding rooms tend to blend in with each other rather than overwrite each other so that's good.

I'm going to take a break from the programming side and add some additional artwork.  Maybe add some furniture and containers.  It's stuff I'm going to need finished in order to work on other aspects of the program anyway.

I've also been considering writing up a laundry list of items I want to have finished for an initial release.  Don't expect very much.  Most of the game basics will be in place but there will be very little content.  You may only see goblins and farmers to start with and the variety of items will be very limited.  The idea will be to test out and demonstrate the features of the engine before I move on to adding more content.
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Lemunde

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Re: Let's Make! (Dathida's Legacy, a graphical roguelike)
« Reply #94 on: July 16, 2010, 05:11:17 pm »

I got a few pieces of furniture drawn up.  It's really hard to get them to look recognizable from a purely top-down view.  I think I did an okay job though.  The only one I think might be a little confusing is the table but it shouldn't take long to get used to.  Here's the graphic file I'll be using in the game.  The stuff in color is just me testing out how they might look and aren't exactly how they will look in the game.

Spoiler (click to show/hide)
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Supermikhail

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Re: Let's Make! (Dathida's Legacy, a graphical roguelike)
« Reply #95 on: July 17, 2010, 12:59:06 am »

At first I thought "That's nice" but then I cringed at some shapes. Maybe again I'm being nitpicky but chairs look kind of anachronistic, if I understand the setting in which your game takes place right. I could probably refer you also to Oblivion, as there are a lot of examples. So, my point is, no round chairs in the Middle Ages.

Also, you could, probably, kind of take perspective into account and have legs stick out under the tops somewhere. Although I have no idea if that would look ridiculous or not.

Edit: I'm stupid.
« Last Edit: July 17, 2010, 03:24:30 am by Supermikhail »
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Lemunde

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Re: Let's Make! (Dathida's Legacy, a graphical roguelike)
« Reply #96 on: July 17, 2010, 08:55:00 pm »

Elves made the chairs.  They like round things.  :P

Something that I'm sure some of you will be glad to hear.  I went back and added some proper pathfinding.  Of course being the lazy bastard that I am I couldn't be arsed to code all that myself so I just downloaded some code from the internets and plugged it in, which probably saved me a week's worth of headache.  It still took me several hours to figure out how to work it into my program but it's functioning flawlessly now.

Now the goblins are a lot more relentless, chasing me no matter where I run to.  I'll need to go back later and re-implement a hide and seek mechanic.
« Last Edit: July 17, 2010, 11:51:52 pm by Lemunde »
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Outcast Orange

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Re: Let's Make! (Dathida's Legacy, a graphical roguelike)
« Reply #97 on: July 17, 2010, 11:18:26 pm »

So you are making a game to make a game?

I could never use some pre-written code for something so interesting as path-finding.
That is probably one of the most fun things to program.

I did copy/paste a bunch of the library handling code though.

This last project I'm working on is the first program where making the actual finished game
 is more important to me than enjoying the programming aspects.
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Lemunde

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Re: Let's Make! (Dathida's Legacy, a graphical roguelike)
« Reply #98 on: July 17, 2010, 11:58:31 pm »

So you are making a game to make a game?

I could never use some pre-written code for something so interesting as path-finding.
That is probably one of the most fun things to program.

I did copy/paste a bunch of the library handling code though.

This last project I'm working on is the first program where making the actual finished game
 is more important to me than enjoying the programming aspects.

Yeah, I know what you mean.  But I spent way too much time pulling my hair out trying to get pathfinding to work in older projects.  I can work the concept out in my head just fine but actually trying to get that concept into code form...I'm getting a headache just thinking about it.

And yes, this is a game I actually want to finish.  Or at least get it in a releasable form.  I don't think it will ever be finished because there will always be something I'll want to add.  What I want to do is get the base stuff done first then gradually add more and more content and features.  Hmm...I still need to jot down what all the base stuff will be.
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Lemunde

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Re: Let's Make! (Dathida's Legacy, a graphical roguelike)
« Reply #99 on: July 19, 2010, 03:26:48 pm »

I'm taking time out today to try to organize what features I need to complete for an initial release.  As stated earlier, the first release will be very basic, with only the bare essentials of content.  The list is as follows:

*At least one type of non-hostile NPC.
*A system for generating and displaying NPC dialog.
*Basic quest generating and handling.
*At least one skill increasing quest.
*World map with some varying features.  For an initial release the world map will be pretty small.  No point in making a large map when there really isn't much to do in it.
*Basic village generation.  There may only be two or three villages on the world map in the first release.
*Add furniture to buildings.
*Some pathfinding optimization.
*A couple more combat commands to liven things up and make sure command switching is working right.

That's all I can think of for now.  I may need to add more to this list later.  The hardest stuff will be with the quest and dialog systems.  Everything else should be pretty straight forward.
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Supermikhail

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Re: Let's Make! (Dathida's Legacy, a graphical roguelike)
« Reply #100 on: July 19, 2010, 03:58:15 pm »

Wow, that's a lot. Well, enough for an initial release, but a lot to program. Can we expect some cool stuff in the dialogue and quest items?
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Lemunde

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Re: Let's Make! (Dathida's Legacy, a graphical roguelike)
« Reply #101 on: July 20, 2010, 09:10:05 pm »

The base stuff for NPCs and dialog are now in. You can now ask NPCs questions and they'll give you a reply. It's very basic right now and I'll need to flesh it out more as more content and lore gets added. I got it to wrap properly so if you get a long winded NPC it won't look too weird.

I also spent some time tweaking the menus. The menu being close to the upper left corner didn't really feel right so I moved it over to the right of screen center. I also made the conversation and item selection windows scroll better so you can tell when you're at the top or bottom of the list.

Spoiler (click to show/hide)
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Acanthus117

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Re: Let's Make! (Dathida's Legacy, a graphical roguelike)
« Reply #102 on: July 20, 2010, 09:14:22 pm »

Ooh.

This looks great.
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Supermikhail

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Re: Let's Make! (Dathida's Legacy, a graphical roguelike)
« Reply #103 on: July 21, 2010, 02:58:14 am »

Hey, when I had money, I used to replay any RPG that wasn't tedious. I.e. any RPG that had good level design, also probably nice music, and was a real RPG, that is you got to be completely and interestingly different people. Also that treated me fair, I guess, as I almost don't play any roguelikes anymore.
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eerr

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Re: Let's Make! (Dathida's Legacy, a graphical roguelike)
« Reply #104 on: July 21, 2010, 06:52:29 am »

pathing problems? this sounds like math-trouble to me.
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