MdaG's Roguelike
#46
Posted 24 August 2006 - 05:43 AM
Edit: That was actually meant to be in my planned RL, but I never bothered to even really begin it. Not to mention learning to program...
#47
Posted 24 August 2006 - 02:31 PM
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allso, if you want to be evil and allow all sorts of sneaking, make charecters sleep for severeal hours each day (that means no line of sight, severe penalties to detecting danger and listening, and very little consumption of energy)
Right now I'm having more than a little trouble making LOS work the way it should, but when it does I'll try different approaches.
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*edit*
I need to do something about the ASCII spacing as well, they're too s parse at the moment. I'm also pondering the effect of using different sized fonts for the characters. Like a Kreecher with font 10, when the character has font 18. Downside with this is that a room full of Kreecher would look sparse in itself since a tile can still only hold one character no matter what its' size. Thoughts?
*edit*
What would you prefer?
1) Tiles in the field of vision are highlighted to emphasize to the player what the character can see
2) Do it the way of ADOM (no highlighting)
*edit*
Added a screenshot on the temporary project page where you can see what I mean by highlighted tiles. I'm using that approach unless it shows that it's more annoying that informative. The field of view is currently a rectagular area. I'm considering changing that into a circular instead. A circle would be more realistic.
*edit*
I'm rewriting the LOS-code in favor of a far more efficient one. My last attempt didn't always catch corners in a room making all tiles in the room highlight except for one or two corners... I'm also implementing a circular FOV.
#48
Posted 08 September 2006 - 08:51 PM
Some more updates. You'll need to reload the pages to see the updates. I'm no webprogrammer so I don't know how to write a page where reloading isn't necessary to see the updates. Also I'm thinking of moving and rewriting the whole site making it less of a diary and more like the ones already out there, only showing off features and screenshots tailored to spur interest. Instead I'll keep the diary part here. That is, if anyone actually is interested in knowing how the game progress Otherwise I'll just shut my trap
Shortsighted roadmap
* Create objects the character can pick up and use (Weapons, armour, money etc.).
* A.I. needs to get smarter (Identify foe and attack, flee if player is too dangerous, pick up and use objects).
* Create another level generator which creates levels looking like space ship.
Any thoughts?
#50
Posted 08 September 2006 - 10:44 PM
A. J. Raffles, on Sep 8 2006, 10:56 PM, said:
By the way, have you decided for a storyline yet?
Well the thought of using a space ship as the first "dungeon" appeals to me and one excuse for that would be to make the character a prisoner on a transport ship. One way or another the ship crash lands (before or after the character escapes his/her cell) and the when the character finally makes it out of the ship the overview map is presented for the first time. I haven't really put that much thought into it yet. I'm sure I can come up with a plot which gives me excuses for trying stuff out. It doesn't have to be that well thought out, none of the established roguelikes have original plots, but they're still fun to play
Feel free to suggest things!
#54
Posted 09 September 2006 - 09:38 AM
A. J. Raffles, on Sep 9 2006, 09:08 AM, said:
#55
Posted 09 September 2006 - 06:17 PM
#56
Posted 09 September 2006 - 06:38 PM
MasterGrazzt, on Sep 9 2006, 06:17 PM, said:
#57
Posted 12 September 2006 - 10:12 PM
#58
Posted 13 September 2006 - 07:01 PM
MdaG, on Sep 8 2006, 11:51 PM, said:
MdaG, on Sep 13 2006, 01:12 PM, said:
#59
Posted 16 September 2006 - 12:49 PM
One moves a "marker" with the arrow keys and selects an object with the return key. Selecting a weapon or armour object will equip it. Selecting food means that the character will consume it. Selecting a gadget object means to use it etc.
I hope this will make it more intuitive. I for one felt that ADOM uses too many "short way"-commands making it harder than necessary to get into the game. Am I wrong?
I'm also contemplating to move the "equipped" part from the main screen to a special "equipped"-screen leaving only stats in the main screen.
Is there any page where I can see what the usual ASCII-representation is for specific objects? Does Nethack, ADOM, Angband etc. use similar ASCII for similar objects ?
#60
Posted 16 September 2006 - 12:54 PM
id make tab jump from category to category if your going to do the inv like you said... once the inventory gets really large it could be a big help
For all you artists here... and we have enough. Please draw me something :D Click Here. If possible include your nick. A simple Test. dunno of the PICKLEWAESEL order!!1!2