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File: 1419360581390-0.png (6.63 KB, 256x256, 1:1, roguelike.png)

File: 1419360581390-1.png (945 B, 64x32, 2:1, db32_v1_pal64x32.png)

File: 1419360581390-2.png (114.18 KB, 1296x806, 648:403, shit some sick tiles yo.png)

 No.175

Hi guys, /agdg/ here.

I haven't made a game before, but I thought that a roguelike would be easy enough to attempt. Here's what I have after a week of work or so… Most of my effort went into making this tileset that I'll be using, which is actually a completely redone ascii set using DF as a base.

I'm not sure what kind of mechanics I'd want to use, or anything else, unfortunately.

 No.177

Not sure what how youre writting said RL but this article has some generaly usefull hints on project design, work organization, etc.

http://www.roguebasin.com/index.php?title=Complete_Roguelike_Tutorial,_using_python%2Blibtcod

Also there are language specific guides on that page for more than just python, the titles a bit misleading. There are also more dev pages on roguebasin in general.

You can also check out the newsgroup rec.games.rougelike.development for some experienced dev input once you get going a bit more. (Please use a newsreader and dont post through googlegroups since GGs formatting breaks netiquette, lurking on GG is fine though.)

Like what you have so gar, keep it up and report back

 No.178

>>177
*far

 No.180

>>177
I never got the point of newsgroups. Are they a website or not? It feels antiquated to use them in this day and age.

Also, C#.

 No.182

>>180
>are they a website
No. They completely seperate from the web. Like FTP or gopher.

>it seems antiquated to use them in this day and age.


That's just silly. Usenet is only 9 years older than the Web and much younger than FTP. There are many newsgroups that are still very active so why not use them?

Also Usenet has lots if warez.

Visit here for more information about connecting to RGRD and other newsgroups

 No.183

File: 1419365502745.png (341.3 KB, 500x375, 4:3, tmp_12953-1304376955947153….png)

>>180
>C#

Is there a reason you want to use a bloated language and automatically get rid of 75% of your potential player basis?

 No.185

>>183
Roguelikes don't need to be optimized as much as other games. Their graphic set is simple, and because it is turn-based, processing can be deferred. C# is plenty fine. Hell, my executable only takes 9 mb ram and 0% cpu while idle.

 No.186

>>185
Also, it's a compiled exe. Nobody cares what its written in

 No.187

>>186
Except users who dont use Windows

 No.188

>>187
XNA can be run through Monogame, which allows distribution on Linux, as I understand.

>Caring about compiler details when the game isn't even done

 No.189

>>188
I'm just funposting because I personally hate C#. I don't really care what language you use.

 No.195

In most roguelikes, what are the limitations on how I use a tileset?

Like, will some graphical ones have a separate tileset for environments, another for characters, another for items, or is it all rolled into one?

Secondly, I see that I could reduce the number of tiles I actually used if I included ways to flip or rotate some of the tiles in the set. Is that frowned on?

 No.248

>>183
>>187
>What is mono
>implying C# isn't faster than many of the other high level languages that modern roguelikes are made in.

 No.260

Have you made anything yet? Worked out procedural generation yet? Basic mechanics?

>>248
>high level languages

No one was suggesting that that wasn't the problem

 No.310

>>260
>wasting time developing a rougelike in anything but a high level language
>implying they are high performance enough to justify it.
>implying that fag wasn't complaining specifically about C#

 No.425

>>260
Just about finished with my class that enables resolution independence. Sort of related to my post above >>195. Sadly, a lot of my effort is spent on making it feel like a polished engine, rather than a game.

I still need to figure out the width/height of the screen based on 16x16 tiles. Like, 640x480 is cool, but that only gives me a screen size of 40x30 tiles to work with.

Mechanically, I haven't thought of much beyond a D&D derivative stat system. Basic shit. I had an idea about hunger, nutrition and addiction, though.

Hunger is a simple "eat thing to not starve" sort of deal. You'll probably have some kind of stamina bar that increases hunger as it refills, but at a rate such that it isn't intrusive, say eat an item at the start of every floor or when you visit a town sort of thing.

In addition to this, nutrition. You get a bonus to morale for eating foods you enjoy, while the opposite is true. Nutrients are split into 5 categories, such as starch and protein. My initial idea was that you were "healthy" as long as 3 of them are above 50%. You'd take a bonus or penalty of 1 or 2 depending on how many of them are above or below 50%, which would be a factor in disease resistance.

The gameplay here would be that in a town, food is easy to acquire. In dungeons or long and hazardous journeys, you need to bring a few different rations along if you stay out for a longer time (like a week or month). There would be the usual rings of sustenance, etc.

I haven't really thought of an overall game or concept beyond this and a medieval setting.

 No.426

>>425
Oh yeah, and your inventory would be limited by a Weight and Bulk. Containers have a length, width, and height, which determines their maximum bulk/volume. This means that a sack would be light and contain a lot of bulk, but chances are it couldn't hold a lot of weight – perfect for coins, gems, etc. A heavy chest would be cumbersome to lug around, but it won't break from heavy weight.

The implication to this is that if you had a box that was say, 12 ft x 4 ft x 4 ft, you could easy stow a few swords, but probably not a polearm (even though the maximum bulk hasn't been reached, it just won't fit)

I'm pulling ideas from a D&D 2e book I have handy.



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