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Author Topic: Crime Focused Roguelike  (Read 97434 times)

Lap

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Re: Crime Focused Roguelike
« Reply #585 on: September 26, 2010, 07:46:50 pm »

We're kind of stalling out here on map creation as only Mendonca has made any plots. The item tiles art is coming along nicely, but the actual tile entry into the code is lacking.
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nenjin

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Re: Crime Focused Roguelike
« Reply #586 on: September 26, 2010, 07:50:14 pm »

After you stated the plot requirement format more concisely, people can get started. I've been piddling around writing and doing the odd tile, but I'll start making maps.
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Cautivo del Milagro seamos, Penitente.
Quote from: Viktor Frankl
When we are no longer able to change a situation, we are challenged to change ourselves.
Quote from: Sindain
Its kinda silly to complain that a friendly NPC isn't a well designed boss fight.
Quote from: Eric Blank
How will I cheese now assholes?
Quote from: MrRoboto75
Always spaghetti, never forghetti

Lap

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Re: Crime Focused Roguelike
« Reply #587 on: September 26, 2010, 08:05:16 pm »

The basic rules are:

1.You can define any tile, even if one doesn't exist in the game yet.
2. All dimensions must be multiples of 5.
3. The longest side must be the x-axis (width). Having both sides the same is fine.
4. Do not use the characters: ' (apostrophe) or \ (backslash)

Here's an example:

--Three mostly empty shops
--Author: Lap
--30x15

defineTile('.', 'FLOOR_WOOD_ONE')
defineTile('S', 'SIDEWALK')
defineTile('P', 'PAVEMENT')
defineTile('B', 'WALL_BRICK_DARK')
defineTile('d', 'WALL_BRICK_DARK_DOOR_BACK')
defineTile('D', 'WALL_BRICK_DARK_DOOR')
defineTile('O', 'DOOR_WOOD_DOUBLE')
defineTile('c', 'COUNTER_WOOD_RED')
defineTile('C', 'CABINET_WOOD')
return {
   [[SSSSSSSSSSSSSSPPSSSSSSSSSSSSSS]],
   [[SBBBBBBBBBBBBBPPBBBBBBBBBBDBBS]],
   [[SB...........BPPB.C.D.......BS]],
   [[SB...........BPPB...B.......BS]],
   [[SD...........BPPBBBBB.......BS]],
   [[SB...........dPPPPPPd.......BS]],
   [[SBBBBBBBBBBBBBBdBBPPB.......BS]],
   [[SB...............BPPB.......BS]],
   [[SB...............BPPB.......BS]],
   [[SB.........ccccccBPPB.......BS]],
   [[SB...............BPPB.......BS]],
   [[SB...............BPPB.......BS]],
   [[SB...............BPPB.......BS]],
   [[SBBBBBBBOBBBBBBBBBPPBBBBBDBBBS]],
   [[SSSSSSSSSSSSSSSSSSPPSSSSSSSSSS]]}


Remember that most of the time streets will be surronding all sides of your plot so making a 5x5 little house would look silly. Even having a single house surrounded on all sides kind of looks silly. If you want to make 3 separate houses you can make them and then paste them in different combinations into a larger plot. Maybe you make a few plots where all three are there in different positions with different surrondings or maybe you also make a couple that just have one or two houses.
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Lap

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Re: Crime Focused Roguelike
« Reply #588 on: September 26, 2010, 10:43:26 pm »

Right now we could also use a list of crimes. I threw up a new pirate pad. http://piratepad.net/bhZLA9sI6k
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Grishnak

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Re: Crime Focused Roguelike
« Reply #589 on: September 26, 2010, 10:49:57 pm »

So, if I write a generator in python, is anyone willing to port it to lua? If I port it to lua, it will probably suck cause Id have to learn it first. :P
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I'm a saint when it comes to pirating.  I've ripped and burned many a .iso, went .rar at my maties and sailed the .7z's.
Blog for my new roguelike Lost Horizon. <- kind of on hold
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Lap

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Re: Crime Focused Roguelike
« Reply #590 on: September 26, 2010, 11:52:35 pm »

I'll probably be able to do it if you use descriptive vars and good commenting.
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mendonca

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Re: Crime Focused Roguelike
« Reply #591 on: September 27, 2010, 03:20:48 am »

1.You can define any tile, even if one doesn't exist in the game yet.

Just as a note, I have been trying to keep my own little database of the current state of the tiles, to try and make it manageable and easy for me to do any further mapping.

If you do define any further tiles, I wouldn't mind a little note about it in http://76.26.38.52/crimelike/index.php?topic=120.0.

It only needs to be minimal information, just so I can look in the SVN and get the definition information myself.

The idea is (as you might be able to see from the thread) that this becomes a central point to define / conceptualise tile types in order to make duplication of work during mapping a non-issue. (we don't want four mappers defining four identical brick floor-tiles with four different names and putting them in four different .lua files).

Also this file should make it easy to see what it is you are using, source the sprite directory and see whether it is fully defined in the Trunk SVN etc. Plus anything else that any mappers might feel would be useful.
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Lap

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Re: Crime Focused Roguelike
« Reply #592 on: September 29, 2010, 05:59:28 pm »

Scratch that. I'm planning on having a piratepad session Friday night. Topic TBA.
« Last Edit: September 29, 2010, 06:05:24 pm by Lap »
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Lap

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Re: Crime Focused Roguelike
« Reply #593 on: October 01, 2010, 01:08:55 pm »

I'll be hanging out in a new pirate pad (http://piratepad.net/GN9mCV7fpl) all day. New topic will likely be something related to HIDEN.
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nenjin

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Re: Crime Focused Roguelike
« Reply #594 on: October 01, 2010, 08:28:42 pm »

PiratePad go Poof. :(
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Cautivo del Milagro seamos, Penitente.
Quote from: Viktor Frankl
When we are no longer able to change a situation, we are challenged to change ourselves.
Quote from: Sindain
Its kinda silly to complain that a friendly NPC isn't a well designed boss fight.
Quote from: Eric Blank
How will I cheese now assholes?
Quote from: MrRoboto75
Always spaghetti, never forghetti

Lap

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Re: Crime Focused Roguelike
« Reply #595 on: October 01, 2010, 08:52:59 pm »

It exploded, but it's back.
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Lap

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Re: Crime Focused Roguelike
« Reply #596 on: October 02, 2010, 03:26:53 pm »

Today's topic is "Combat & Skill Checks". I'll be focusing on mostly on how we want skill checks to function as they bleed over into combat a lot. I'd really like to get down how the equations should work. Should they be mostly linear or logarathmic where it gets harder/easier at certain extremes.

Same pirate pad as before http://piratepad.net/GN9mCV7fpl
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nenjin

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Re: Crime Focused Roguelike
« Reply #597 on: October 04, 2010, 11:23:22 am »

Hey Lap, sorry I wasn't around for the last discussion bit.

However in the war of words between Soad and I on the skill advancement thing...I did come up with one thing I wanted you to know about.

Quote from: nenjin
My main idea on this is: whether or not a character learns a skill is based on their % chance for FAILURE. I.e., if you succeed at a task you only had a 10% chance of success at, you get a lot of skill learning. If you succeed at one you had a 50% chance of succeeding at, you get less. If you succeed at a task you had a 99.9% chance of succeeding at, you get NO SKILL LEARNING, because your character WASN'T challenged. If you FAIL and you know almost nothing, you STILL get learning just for having tried, but only to a point.

Would it be possible to get the skill check down to a point where the attempt can be assessed as a % chance of success or failure, then store that value and have it referenced for a skill learning check?

Initially I thought of some sort of "Difficulty Check" value for all attempts, like doors have a DC of x, that would be the reference for a skill check.... but I don't really like a system tied to one abstracted value like that when it comes to skills. I'd prefer to have all the inputs assessed and converted to a %, either for the actual skill check or just as a reference for how tough it was for skill leveling.
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Cautivo del Milagro seamos, Penitente.
Quote from: Viktor Frankl
When we are no longer able to change a situation, we are challenged to change ourselves.
Quote from: Sindain
Its kinda silly to complain that a friendly NPC isn't a well designed boss fight.
Quote from: Eric Blank
How will I cheese now assholes?
Quote from: MrRoboto75
Always spaghetti, never forghetti

nenjin

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Re: Crime Focused Roguelike
« Reply #598 on: October 06, 2010, 06:56:18 am »

I figure this is worth a bump for those people not reading on the Crimelike forums.



While it's still a shaky alpha, it's starting to look like a good, shaky alpha!
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Cautivo del Milagro seamos, Penitente.
Quote from: Viktor Frankl
When we are no longer able to change a situation, we are challenged to change ourselves.
Quote from: Sindain
Its kinda silly to complain that a friendly NPC isn't a well designed boss fight.
Quote from: Eric Blank
How will I cheese now assholes?
Quote from: MrRoboto75
Always spaghetti, never forghetti

Medicine Man

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Re: Crime Focused Roguelike
« Reply #599 on: October 06, 2010, 07:05:59 am »

Can it now be run without using some program to run the source?
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