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Author Topic: The Bay12 7-Day Roguelike Festival - April Theme: Huzzah!  (Read 12516 times)

The Merchant Of Menace

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Re: The Bay12 7-Day Roguelike Festival - April Theme: Huzzah!
« Reply #15 on: April 05, 2011, 03:46:12 pm »

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Lord Dullard

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Re: The Bay12 7-Day Roguelike Festival - April Theme: Huzzah!
« Reply #16 on: April 05, 2011, 08:07:48 pm »

Augh. I have an idea for a 7DRL that I REALLY want to try creating, but I don't want to distract myself from my ongoing project. :(
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Hugehead

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Re: The Bay12 7-Day Roguelike Festival - April Theme: Huzzah!
« Reply #17 on: April 05, 2011, 08:18:45 pm »

If you're getting stressed over Cult, or once you get creature gen done you could take a break and do this, better to take a short break then get burnt out and not work on it for a month.
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Lord Dullard

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Re: The Bay12 7-Day Roguelike Festival - April Theme: Huzzah!
« Reply #18 on: April 05, 2011, 10:23:40 pm »

I really don't want to discontinue work on Cult; I'm on an awesome coding streak right now and don't want to break it while it lasts.

However, I feel the need to share this idea...

I had an IRL discussion recently about X-men and similar comic/superhero settings featuring mutant humans. And, being that I've been doing a lot of work with procedural generation lately, I started to think that a game featuring procedurally generated mutant superhero/villains would be FUN. And, since the theme of this festival is 'character', I thought this would work really well.

Start the main character out as a semi-anonymous mutant newbie in some kind of training facility or task force, then continually ramp up the game's difficulty by throwing random, increasingly challenging scenarios at them that they have to go face. Their powers would be completely randomized with each playthrough, ranging from 'I can destroy cities by thinking really hard' to 'I shoot out sparkly plumes of fireworks and generally suck *coughJubileecough*'. The caveat would be that the better your powers are, the lower the points you score for each mission; so the crappiest characters would be able to attain the highest scores.

Supervillains would also be completely random, of course, and would throw (hopefully not too generic) plots at the good guy(s), although with a 7DRL I think you'd have to simplify things as much as possible. The game would culminate in one of several impending-apocalpyse type events initiated by one of the villains (that you haven't killed yet), and winning the game would depend on finishing this scenario in any way possible.
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Levi

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Re: The Bay12 7-Day Roguelike Festival - April Theme: Huzzah!
« Reply #19 on: April 05, 2011, 11:13:21 pm »

Hehe, my idea was superhero related too, but I don't know if I'll find the energy this month to compete.
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Levi

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Re: The Bay12 7-Day Roguelike Festival - April Theme: Huzzah!
« Reply #20 on: April 06, 2011, 09:10:59 pm »

Okay, I've started.  The title of my roguelike is "The Incredible Ultra Pals!!!"
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Frajic

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Re: The Bay12 7-Day Roguelike Festival - April Theme: Huzzah!
« Reply #21 on: April 07, 2011, 10:20:23 am »

Okay, I've started.  The title of my roguelike is "The Incredible Ultra Pals!!!"
Sounds interesting. And incredibly corny :P
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Levi

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Re: The Bay12 7-Day Roguelike Festival - April Theme: Huzzah!
« Reply #22 on: April 07, 2011, 11:35:54 pm »

Okay, I've started.  The title of my roguelike is "The Incredible Ultra Pals!!!"
Sounds interesting. And incredibly corny :P

Yeah, it'll be pretty corny.  :D

I've made a lot of progress in two days.  Here is a spoiler so far:

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Rolan7

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Re: The Bay12 7-Day Roguelike Festival - April Theme: Huzzah!
« Reply #23 on: April 08, 2011, 12:08:04 am »

Oh wow, that looks like a blast and a half!
"I have amnesia!"  Aheheh.
Is Lady Legs a Girly reference?
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Levi

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Re: The Bay12 7-Day Roguelike Festival - April Theme: Huzzah!
« Reply #24 on: April 08, 2011, 11:16:15 am »

Oh wow, that looks like a blast and a half!
"I have amnesia!"  Aheheh.
Is Lady Legs a Girly reference?

Nah, I was just randomly picking names.  If its something already common I might change it though.
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alfie275

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Re: The Bay12 7-Day Roguelike Festival - April Theme: Huzzah!
« Reply #25 on: April 08, 2011, 03:08:48 pm »

I have no idea for this theme.
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Levi

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Re: The Bay12 7-Day Roguelike Festival - April Theme: Huzzah!
« Reply #26 on: April 08, 2011, 03:32:57 pm »

I have no idea for this theme.

How about a pokemon game with a single room with some grass.  The pokemon are all randomly generated though giving you infinite (and often borderline-abominations of nature) pokemon to collect.
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Rolan7

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Re: The Bay12 7-Day Roguelike Festival - April Theme: Huzzah!
« Reply #27 on: April 08, 2011, 04:00:35 pm »

Oh wow, that looks like a blast and a half!
"I have amnesia!"  Aheheh.
Is Lady Legs a Girly reference?

Nah, I was just randomly picking names.  If its something already common I might change it though.

Oh no it's not, there's just a character in Girly whose thing is to shoot people into space.  And I guess she has nice legs.

Don't mind me I just read too many webcomics (:
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This one didn't want to be who they was. On the Surface – it was a dull, unconsidered sadness. But everything changed. Which implied everything could change.

Biag

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Re: The Bay12 7-Day Roguelike Festival - April Theme: Huzzah!
« Reply #28 on: April 08, 2011, 04:04:12 pm »

I have no idea for this theme.

-Guidelines are flexible; above all, try to make something you want to make! This is a starting point.

:D

Levi, I am greatly looking forward to that.
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Levi

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Re: The Bay12 7-Day Roguelike Festival - April Theme: Huzzah!
« Reply #29 on: April 08, 2011, 11:43:03 pm »

:D

Levi, I am greatly looking forward to that.

Thanks!

Oh no it's not, there's just a character in Girly whose thing is to shoot people into space.  And I guess she has nice legs.

Don't mind me I just read too many webcomics (:

Ah.  I was thinking more along the lines of in the comic book Invincible they sometimes find its easier to throw villains into space rather than deal with the villains evil plot.  At one point Invincible says something like "Man, what would us superheroes do without space?".   :P 

Currently those couple phrases are just random placeholders.  I'm planning to do something a lot more fun with the talking bits once I've got some of the main gameplay in place.


Today I worked mostly on getting some combat/ai infrastructure done.

Spoiler (click to show/hide)


For this update, I'll include some code for people who might be interested.  Let me stress than my coding skills are pretty sloppy most of the time and I haven't had a ton of experience with python.  This is my currently very basic Hero AI code.  In this game you don't directly control the 4 heroes, they move around by themselves.  Whenever the hero takes a turn, he does the following:
  • Checks to see if his target is still alive
  • Acquires a target if he currently doesn't have one
  • Checks to see if any of his abilities are appropriate to use
  • If none of his abilities are useful, he moves towards the opponent

This code can be pretty much just as easily used for enemies as well.

Spoiler (click to show/hide)

Two things that currently annoy me the most about python (I'm more from a ruby background) is the lack of a ? : operator and the fact that I have to put "self." in front of all my member variables.  :)  In ruby you just type something like @target, while in python its self.target.  Those 4 extra letters of typing are annoying, haha!

« Last Edit: April 08, 2011, 11:57:40 pm by Levi »
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