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Archives pour 10/03/2010

2010 7DRL Challenge: Development

Source: :: Temple of the Roguelike - Roguelike News, Reviews, Interviews and Information ::

Halfway thru the 2010 7DRL Challenge, the count goes up to 84 challengers!

Follo the development of the entries at teh newsgroup!


Seven Day Roguelike by ~purplearcanist on deviantART

The Slimy Lichmummy 0.15

Source: rec.games.roguelike.announce Google Group

Hi,
TSL 0.15 is out, well over a year since the last release.
Source (that should compile under *nix-like OSes with GCC) can be
found at: [link]
Changes include a new level generator that I'm really happy with, a
new FOV system based on the idea of bouncing rays, a new damage/

7DRL 2010: Terraforma (pt. 2)

Source: Rogue Wombat

Alrighty, the week is half way over, and I do have a little progress to report.  It turns out I had the beginnings of an engine developed for an old idea based on the Brother’s War series of Magic: The Gathering books.  (It was to be an experiment in a pure magic-user RL with an emphasis on area magic.)  This gave me a little bit of a leg up in preparing my walk-around engine, but not much more.

Since 7 days isn’t near enough for me and I have plenty of other things to do with my time, I had to intentionally narrow the focus of my RL.  I’m going for a smaller map size (25 x 25) with no dungeons.  The random map generation will be all overworld, and as long as I don’t put too many rocks on a single level, I shouldn’t have to worry about pathfinding.

Presently, I’m going to have a world map that is 21 x 21 sectors large.  You start in the center sector and will expand out from there as your Terrapack increases in power levels.  As I mentioned above, each sector will be a 25 x 25 tile map that includes terrain elements based on the elevation and humidity of the area.  These values are randomly generated as the map expands based on the elevation and humidity of surrounding tiles.  This means you could end up playing completely on mountain tops, or you might find your way into a valley full of springs and ponds.  I’d like to have unique vegetation tiles, but we’ll see how much time affords me to do.  If nothing else, I have good plans for continuing the project!

I’m going to start by simply populating maps with minerals to harvest.  I decided mining ore should wait for underground exploration in a version of Terraforma to be continued post-competition.  If I can get the distribution right, you should never get “stuck”.  There should always be enough minerals to keep your Terrapack powered up, but it could get tricky in later stages as new areas of exploration become farther and farther apart.

The game HUD is pretty simple.  I’m centering the display on a 640 x 480 screen and include three regions as pictured below, a status bar for player stats and inventory information, the main map area including your coordinates and the elevation / humidity of the current sector, and a sector map on the far right that will display a tile of all the inhabitable sectors with a different symbol for elevation and color for humidity.

First draft of the HUD and concept user map, stats, and message.

I’m still excited about this project, and I’m happy mostly that I’m coming up with ideas for expansion after the competition.  That’s really what this was all about for me… preparing something I can develop over the course of the next year until the next 7DRL.  Hopefully I can still implement combat before time’s up, but I won’t hold my breath.  ;)


Bringing cmake to libtcod – And then there was Linux

Source: If Error Throw New Brick

Since my last post I've accomplished a few things. One of them includes: The sample programs were ridiculously easy to move to cmake. Almost one liners in fact. Beyond that, opengl has been added back. That was pretty easy, find_package has to be the coolest macro in cmake. Linux support happened this morning. Other than some bashisms in my script to generate the cmake files, all it took

7DRL – Day 5

Source: Numeron Reactor

Another sad start thanks to my inability to code well on my home laptop, but went to the gym in the afternoon and then headed into work straight after. Now 1am and still here. I think i got everything major done though which is excellent. Buildings all appear properly and I have the strategy map done, where you can deploy units, also most of the distribute weapons and armour screen, but its too late and im getting too slow with the tiredness. Added the mine spell and did a lot of polishing too but there is still more to be done...

Ill have to fix the last of that screen up, along with the final touches to the hospital, factory, and also the fireblast spell which is seem to have overlooked.

Tomorrow though Ill spend doing AI which will be a big endeavour. The old Domination AI was simple because it was forward/back, go for flag when needed... This time I need some coordination between armies, intelligent build decisions and also roaming between buildings if needed....

luckily I planned most of it all out, so i jsut need to code it in, hopefully there are no gaps and I actually get it all done in a day.

Im on schedule which is good. Im only just on schedule which is a minor worry...

We'll see...
Categories: Numeron Reactor, Planet Roguelike Tags:

XIOTANK 7DRL Compo Entry, Day 2 results

Source: Lisp Games Development Et Cetera

It's now day 3 of my Challenge, and I'd like to post a bit about yesterday's results. The player can now move the tank and activate/kill various objects by firing sound waves at them. Special blocks called "Oscillators" emit a chosen tone, and toggling these oscillators will be key to progressing in gameplay.

03/10/2010

Source: Dwarf Fortress Development Log

I started testing out the hydra this morning and found I couldn't quite hack off its heads with an adamantine two-handed sword. While I was working through the numbers there, I got a crash report which ended up being this horrible intermittent doesn't-happen-with-any-debug-information-enabled beast I've only finished off just now, so I'll be back at the hydra tomorrow! I understand what's happening with the neck severing now so I should be able to get to testing bleeding, KOs, and so on without much trouble.

News – RogueBasin – 10 Mar 2010

Source: News - RogueBasin

Rayel 0.1.1 released

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Categories: News - RogueBasin, Planet Roguelike Tags:

2010 7DRL Challenge – Day 3, the barbarians

Source: Slashware Interactive - Development Log

Barbarians lurk in the land, staring at me curiously!

Barbarians, lots of them

Barbarians, lots of them

Added confirmation and settlement names

Added barbarian unit groups and simple AI (Lots of object factoring…)

I am a bit behind schedule! must plan a bit tomorrow to ensure this will get done well!

Aprox Work Time: 9:30 (7:00 + 2:30)

Progress on my Game

Source: Legend of Angband

I finally figured out that I needed to use the WriteConsoleOutputCharacter function to get something drawn on the screen. Now I have the power. The rest is mechanics.

So I got a simple startup screen done. And I drew the outline of the maze. Finally I put character symbol on the screen too. I can retrieve keyboard presses. But they just don't do anything yet.

Now for the fun stuff. Time to experiment to figure out how to draw a good maze. That is the main goal of my 7DRL entry this year. I want there to be a bunch of interconnected rooms. The rooms should be random. Let's see if I can get this done by the end of the week.