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Author Topic: The Bay12 7-Day Roguelike Festival - March Theme: !sdrawkcaB  (Read 12935 times)

Levi

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Re: The Bay12 7-Day Roguelike Festival - March Theme: !sdrawkcaB
« Reply #75 on: March 20, 2011, 10:53:12 pm »

Thanks! 


Edit 1: whoops, it looks like a bug must have crept in that made it so the stairs no longer work.  I'll take a quick look.
Edit 2: Fixed and I updated the zip file. 
« Last Edit: March 20, 2011, 11:10:50 pm by Levi »
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White Kitteh

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Re: The Bay12 7-Day Roguelike Festival - March Theme: !sdrawkcaB
« Reply #76 on: March 21, 2011, 12:42:56 am »

Good show, Levi.

So anyway, this place needs more status reports. And I'm delivering.

Spent most of my time working on the world... simulator? I'm drawing a blank on the term. Here, have a picture!
Spoiler (click to show/hide)
People will travel around on the map, between camps and attacking each other etcetera. or just lounge around at the camps, as they seem to prefer. So, it's fairly simple, but It does the job and the player will never see it anyway. There is about (some would have died) 1000 people hiding in that screenshot, and forty camps.

Spoiler (click to show/hide)
The local map is nothing more than a fancy looking @-on-the-screen at the moment, I'm working this now. You can find people/get found, but you can't do anything.
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Sowelu

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Re: The Bay12 7-Day Roguelike Festival - March Theme: !sdrawkcaB
« Reply #77 on: March 21, 2011, 03:34:49 pm »

Pretty!
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Oh, a biomass/24 hour solar facility. How green!

White Kitteh

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Re: The Bay12 7-Day Roguelike Festival - March Theme: !sdrawkcaB
« Reply #78 on: March 26, 2011, 11:00:02 pm »

Almight 12x9

Whilst I'm sure that I could bore you for several hours with my incredibly deep and complex sci-fi universe, Lets skip all that and get to the point, since barely any of it made it into the game and it's not like anyone cares.

(i) open your inventory, I trust you can figure it out.
(g) get items
(f) to select a target, (f) or enter to fire. numpad +- to lock onto a target

There is not all that much to do, other than wander around marvelling at the wonderful day-night cycle and getting one shot-killed by rainbows.
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Levi

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Re: The Bay12 7-Day Roguelike Festival - March Theme: !sdrawkcaB
« Reply #79 on: March 26, 2011, 11:54:36 pm »

Haha you aren't kidding about those rainbows.  Seems pretty cool.
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Supermikhail

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Re: The Bay12 7-Day Roguelike Festival - March Theme: !sdrawkcaB
« Reply #80 on: March 27, 2011, 12:15:00 pm »

Hey everybody.
I haven't read the whole thread, but I've got this idea, and I'd like to know if it could be worth anything (in entertainment value, that is). Basically:

XP Farmer: You are a tricksy person who, instead of delving into dangerous dungeons, decides to gain experience in the safety of your garden. For that you've bought seeds of monsters (don't know where, yet, but bear with me). You plant them in your garden and when they grow up, you cut them. The longer you let them grow the bigger and stronger they become - they change their monster species as they grow - and the higher amount of XP you gain.

It seems to me like a cool idea, but I'm not sure if I should put it into my procrastination folder for long term pondering. What do you think?
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Darvi

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Re: The Bay12 7-Day Roguelike Festival - March Theme: !sdrawkcaB
« Reply #81 on: March 27, 2011, 12:22:32 pm »

Sounds like a nice idea. Kinda like harvest moon xD
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mendonca

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Re: The Bay12 7-Day Roguelike Festival - March Theme: !sdrawkcaB
« Reply #82 on: March 28, 2011, 05:45:54 am »

Supermikhail, I like the idea in concept, initially it grabs you as an interesting idea which Is a great start. You should make the game immediately.

A few questions though, which I'm sure you've already considered:

Ok, but how DO you get the seeds?
Are there different types of seeds?
Why wouldn't you just leave the game on overnight, and then harvest a field full of Gargantuan Tarrasques come sunrise?
Are there other people trying to steal your crops?
Can you keep these people out with fences?
Do you just have to cut them down? No further challenge than 'a'pply 's'ickle to cockatrice?
Why should you want more experience?
What are the incentives to levelling up?
Further access to more tools / fences / chemical additives?
Who said anything about fences?
Are there alternative uses for the seeds? A decision on whether to plant, or use for something else?

My March Roguelike (mainly conceptual, incomplete)
Spoiler (click to show/hide)
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Biag

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Re: The Bay12 7-Day Roguelike Festival - March Theme: !sdrawkcaB
« Reply #83 on: March 28, 2011, 11:28:42 am »

Almight 12x9

Whilst I'm sure that I could bore you for several hours with my incredibly deep and complex sci-fi universe, Lets skip all that and get to the point, since barely any of it made it into the game and it's not like anyone cares.

(i) open your inventory, I trust you can figure it out.
(g) get items
(f) to select a target, (f) or enter to fire. numpad +- to lock onto a target

There is not all that much to do, other than wander around marvelling at the wonderful day-night cycle and getting one shot-killed by rainbows.

I care... D:

Updated the OP. Good show, everybody! This is a ridiculous amount of fun to watch, even for those of us who are still procrastinating. :D
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mendonca

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Re: The Bay12 7-Day Roguelike Festival - March Theme: !sdrawkcaB
« Reply #84 on: March 28, 2011, 03:12:06 pm »

Just to show some output, and not feel like a complete failure, screenshot of the game described in previous post.

Spoiler (click to show/hide)
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Supermikhail

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Re: The Bay12 7-Day Roguelike Festival - March Theme: !sdrawkcaB
« Reply #85 on: March 29, 2011, 02:12:58 am »

Mendonca: about XP farmer. You actually need to fight the crops. They are quite real mosters, albeit initially tethered in place with a sort of umbillical cord. If you let them fully "ripen", they're gonna cut the cord and probably wreck your shit. Before that it's possible to make an automatic defence hedge out of them, because they'll try to kill anything that comes close.

Seeds are probably all the same kind. I am a fan of the KISS rule, so no genetics simulation in my trope subverting experiment. Consequently, XP - I guess just for the sake of XP. Achievement. You won't be able to harvest the toughtest monsters if you don't gain enought XP... Hmm. Well, maybe you can sell monsters' hides and bone and what have they and buy better "farming" equipment. And even that may be too complicated. ;)

No, I'm not going to program it immediately. I need to seriously upgrade my programming XP for that, and it's neither the time nor the mood for it now. Just... what do you do with sounding boards?
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Sowelu

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Re: The Bay12 7-Day Roguelike Festival - March Theme: !sdrawkcaB
« Reply #86 on: March 29, 2011, 03:07:20 pm »

So I've been gradually lowering my standards.  At first, I wanted a game where creatures and objects were one and the same, so that a giant could dual-wield goblins, and do extra damage if they had spiked armor.  Yeah that's dropped.  Then I wanted my worldgen to work as an elaborate plot web, generated backwards from the gameplay requirements (hm, needs more places to level up, think I'll add more goblins and tie them into the backstory).  That's gone too, replaced with a much simpler plot tree idea.  That's still my backwards notion though, that the story drives worldgen instead of worldgen driving the story.

Lowering standards is super important for getting things done on time at all, for these kinds of things.
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Some things were made for one thing, for me / that one thing is the sea~
His servers are going to be powered by goat blood and moonlight.
Oh, a biomass/24 hour solar facility. How green!

GTM

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Re: The Bay12 7-Day Roguelike Festival - March Theme: !sdrawkcaB
« Reply #87 on: March 29, 2011, 09:46:49 pm »

Almight 12x9

Whilst I'm sure that I could bore you for several hours with my incredibly deep and complex sci-fi universe, Lets skip all that and get to the point, since barely any of it made it into the game and it's not like anyone cares.

(i) open your inventory, I trust you can figure it out.
(g) get items
(f) to select a target, (f) or enter to fire. numpad +- to lock onto a target

There is not all that much to do, other than wander around marvelling at the wonderful day-night cycle and getting one shot-killed by rainbows.

You're right that it's easy to run out of stuff to do, but I like what I saw.  One of the things I've noticed in your games, that isn't so common in roguelikes (and perhaps should be), is the attention to battle animations.  LBCM had the dust clouds kicked up around fights, and in almight I had fun trying out all the different weapons to see what they look like.  There was the splash on the plasma cutter, the clean bolt from the gauss rifle - good stuff.  I don't know if that's sort of facilitated by libtcod or if it's something you make an effort to do, but I'm a fan.

I hadn't read the post enough to anticipate the day/night cycle, so that was a pleasant surprise.  I tried out different armor but it was hard to tell what's better than what.

How much of the original plan with the varied camps actually got implemented? If I walk far enough will I find signs of civilization?  I made it to a map edge that didn't lead any further, but mostly found scattered enemies along the way.
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White Kitteh

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Re: The Bay12 7-Day Roguelike Festival - March Theme: !sdrawkcaB
« Reply #88 on: March 30, 2011, 06:47:17 am »

How much of the original plan with the varied camps actually got implemented? If I walk far enough will I find signs of civilization?  I made it to a map edge that didn't lead any further, but mostly found scattered enemies along the way.

Well, everything that I planned got in, but that's not to say that it was overly complex to begin with. As I said earlier, residents will travel to a camp owned by their faction, wait a while, then repeat. They only do this when the player is not present, so you will never actually see them wandering around, but when you enter an area completely swarming with people, you've found a camp.

The camps themselves are always in the burnt out buildings, and I'm somewhat amazed that you didn't find any, since I increased the building density while testing and forgot to set it back. You really should be swimming in buildings here. :I

As for the armour, due the the way I've sort of faked armour covering different body parts, there is only a 1-in-6 chance of the armour making a difference in combat. But I'm just going to cheat and tell you that the prototype armours are the best.
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Re: The Bay12 7-Day Roguelike Festival - March Theme: !sdrawkcaB
« Reply #89 on: March 30, 2011, 10:10:33 pm »

Ohhhh - I wasn't sure whether the grey husks of structures were buildings or some kind of rock formation.  This is a situation where the game is just fine and the player is a moron.  Now that you mention it, those were the places where I typically found multiple enemies to kill.  And you're right - every 2-3 maps had one of those. 
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