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Archive for January, 2010

Path finding with hard-to-write name

January 31st, 2010 jice No comments

Source: The Chronicles Of Doryen

The dijkstra module is more and more polished, in fact polished enough to get a sample :

The cave background’s shading shows the distance stored in the Dijkstra grid. I think we’re close to a 1.5.0rc1…

Non-English operating systems, InvariantCulture, and You

January 31st, 2010 donblas No comments

Source: If Error Throw New Brick

As previously mentioned, Magecrawl's 2nd tech demo was released yesterday. I received multiple reports of crashes during map generation. After some detective work, it became clear that all of the reporters were using non-English versions of Windows (Polish and French). This issue can be boiled down to this simple string: "10.0" In some languages, the period there is replaced with a comma. All

Combat

January 31st, 2010 Stu No comments

Source: Stu's Rusty Bucket

Aaah the smell of freshly upgraded stats when casting a haste spell.. Yes I spent some time this weekend working on the combat engine, I’ve got all spells working that run over set number of rounds and alter stats.. I need to enable the targetting code and the animation code is mostly built to handle the spells being thrown across the map. Once targetting is done I can better do the fireball explosions and other area affect spells. Thankfully code reuse is good, I can use my existing ranged weapon target code.

Darkness

January 31st, 2010 Krice No comments

Source: Rogue Hut

Some levels of Teemu are now dark. The lighting routine is simple and I want to keep it that way to get v1.1 released as soon as possible. Player's light has FOV (which is the main fov routine) but other lights are just plotted over the light map without checking walls for visibility.

















As I mentioned earlier the source code of Teemu is not going to be too spectacular. Some parts are "traditional" straightforward programming, but I believe there are also good parts. I have cleaned the source code however, like removing functions that are not used in this particular project. There were quite a lot of that stuff, because some classes were borrowed from Kaduria and Stile.

I feel good about this, while couple of months ago I didn't believe I could finish v1.1 any time soon.
Categories: Planet Roguelike, Rogue Hut Tags:

Review: Bioshock

January 31st, 2010 Andrew Doull No comments

Source: Ascii Dreams

The last ten years have been eventful for Team Soho, but probably not in the way they expected or wanted. The Getaway was delayed eighteen months from the original release date intended to coincide with the release of the Playstation 2 launch, and the technology originally envisaged for the sequel ended being co-opted and released as Playstation Station Home. And then there's Bioshock, caught between the two like a fly in amber.

Widely lauded as the game of 2007, Bioshock is a fluid puzzle game where you have to expose pipe sections then switch them around to redirect an slowing streaming flow of liquid to the exit. It is important to say I've only played the first few levels of this game and I'm looking forward to more sophisticated variations featuring multiple coloured fluids, and criss crossing sections of pipe. The reason I've only been able to get to a few levels is the same reason that few people take advantage of the Playstation Home interface: navigating the game lobby is inconvenient and would be much better replaced by a simple menu system.

That's not to denigrate the design or tech behind these lobbies: you can see why Sony saw fit to make this system the centre piece of this generation of console technology. Much like The Getaway modeled the city of London, here the ambition has been scaled upwards to feature a whole country - reading between the lines it is clearly New Zealand. The opening area, called Rapture, is inspired by the city of Napier-Hastings, which following an earthquake and fire in 1931 was rebuilt in an Art Deco style.

At some point though, the Unreal engine suffers a little as it is re purposed for a multi-user lobby system. The draw distances suffer, with little effort going on the landscape outside the windows except for a watery looking distance fog, and the continuous game world of the Getaway replaced by separately loading areas.

Inevitably human nature is the biggest flaw in this game: all of the areas I've been to so far have been filled with griefers. You hear them lolcatzing before you see them, and they are dressed like the masked and bondaged rejects of Second Life: which with the dayglo neon sheen of the environments gives the whole place the tawdry feel of a sex club. Worse still, the remnants of the Getaway's unsatisfactory first person shooter code still exist in the lobby system - hampered by the poor walking speed of your avatar and the fact the environment design restricts the combat distance between you and your opponents to approximately ten feet. Since ammunition for the two weapons I've managed to find is so limited, I've had to resort to hitting them repeatedly in the head with an over sized nipple clamp that I appear to have picked up at some point. There's no strategy to this as you cannot block with this weapon, so you're forced to merely watch the increasingly blood spattered fantasy gimp outfit of what in reality must be some overweight thirty something American trying to click the mouse button faster than you.

I'm convinced some of the devs must have been moonlighting to make the lobbies more interactive, but it is so frustratingly incomplete. Picking up one of the tape recorded messages would start to play recorded dialog explaining the history of the place in every other first person shooter in existence, but not here. And there's some kind of magic system that helps you against the griefers, but you have to stare at their feet to figure out whether they're standing oil or water to decide which ability to use, instead of going for the head shot which you'd intuitively choose. Ideally there'd be well balanced integration between the main game - which you access by going up to one of the elabourate arcade cabinets and pressing v - and the lobby meta-game: see Paradroid for a beautiful example of how to implement this.

I hope the developers respond to some of the criticism they must have inevitably received in the follow up Bioshock 2. I'm convinced your avatar's slow walking speed - my personal peeve - will be addressed as the second game features a protagonist called Big Daddy; his impressive height must justify an increase in pace.


Play-testing: Alphabet Stone Soup!

January 31st, 2010 bookofjude No comments

Source: Dungeon Crawl Stone Soup

You can catch any play-testing posts that you might have missed here! Windows builds will be updated shortly. If you’ve played an ASCII build of Dungeon Crawl Stone Soup recently, you might’ve noticed that some monsters have had a makeover recently. If you play tiles, then you might also have noticed a new addition to the [...]

TF2 bug filed with Valve

January 31st, 2010 Andrew Doull No comments

Source: Ascii Dreams

The Scottish Resistance is too boring a weapon on many maps - placing the stickies and sitting around waiting is unnecessarily dull, especially when compared to the Eyelander.

The stickes should nag the Demoman in a wee high pitched voice - as if they were married to him, and Irish.


Categories: Ascii Dreams, Planet Roguelike Tags:

News – RogueBasin – 30 Jan 2010

January 30th, 2010 News - RogueBasin No comments

Source: News - RogueBasin

libtcod-net 1.5.0b2-2 released

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News – RogueBasin – 30 Jan 2010

January 30th, 2010 News - RogueBasin No comments

Source: News - RogueBasin

Magecrawl Tech Demo II released

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News – RogueBasin – 31 Jan 2010

January 30th, 2010 News - RogueBasin No comments

Source: News - RogueBasin

Prospector 0.1.10a released

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