Author Topic: Chambers [Completed]  (Read 17611 times)

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Offline Phero

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Re: Chambers
« Reply #30 on: March 26, 2012, 02:26:05 pm »
Also phero, I'm really looking forward to play this ;D

Glad to hear it :)

I've hit a super-duper busy time with my work at the moment, so my development has stalled somewhat. I'm trying to work it into any free moment that I've got, but that's not much at the moment  :-\

I've added a couple more monsters, but I'm finding that the difficulty amps up way too fast right now to be able to realistically get past room 25 or so without it being 90% dumb luck on getting a bunch of strength boosting items. I need to tone it down some and keep adding more enemies, tweaking stats the whole time. Tedious, tedious, tedious!

Offline DJ Omnimaga

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Re: Chambers
« Reply #31 on: March 26, 2012, 02:49:16 pm »
By the way will there be fog of war like in Joltima and the TI-89 Calcrogue?
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Offline Xeda112358

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Re: Chambers
« Reply #32 on: March 26, 2012, 03:07:56 pm »
Ooh, FoW would add a neat element o.o I've only ever seen that in Advanced Wars, but I don't play many games, so I wouldn't have seen it elsewhere.

Offline DJ Omnimaga

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Re: Chambers
« Reply #33 on: March 26, 2012, 03:17:47 pm »
Yeah it's common in strategy games like Starcraft, but it's also in some adventure or RPG games. For example, Joltima, Blinded by the Darkness, Reo's RPG for the TI-Nspire, CalcRogue. FoW behaves differently in those games, though (except CalcRogue). In RTSes or in CalcRogue, once you visited an area the map remains visible permanently. Just not the units there.

http://www.ticalc.org/archives/files/fileinfo/226/22637.html
http://www.ticalc.org/archives/files/fileinfo/171/17161.html
« Last Edit: March 26, 2012, 03:19:52 pm by DJ_O »
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Re: Chambers
« Reply #34 on: March 26, 2012, 03:19:16 pm »
Ah, cool. I wonder how it would be applied to Chambers...

Offline Phero

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Re: Chambers
« Reply #35 on: March 29, 2012, 11:04:22 pm »
By the way will there be fog of war like in Joltima and the TI-89 Calcrogue?

Sorry for the delayed reply, I've been so insanely busy working that I've had a horribly small amount of free time  :crazy:

For Chambers, I won't be implementing a fog of war. The only way that it would make sense would be for the "containers" to block one's view, which strikes me as equivalent to a treasure chest doing the same thing in a standard RL, which would be a bit odd. Other than that, since each room is entirely open (except for monsters and containers), I don't feel that a fog of war would lend itself well to this game. I originally considered doing a more full-blown roguelike with scrolling tile maps, etc., but I settled on doing one much closer to what you see here for a few reasons. The main reason is that, to be honest, I felt that it would be easier to pull off. This kind of allows me to set my sights on something realistic that I have high confidence that I'll finish. The second reason is that, considering the display, I wanted something where you could see everything that's going on at once. It is my hopes that this will place more emphasis on players thinking about their movements and item management. I know that I'm not the only one who falls into a trap of exploring too much rather than carefully planning my movements, leading to lots of YASD moments. I also felt that, considering this is my first RL engine, I wanted to keep it simple so that I wouldn't have to worry about implementing tons of stats until I get my footing a bit more. If I had larger maps for each floor, I would likely have to implement some kind of impetus for progression, such as the standard hunger system, "warmth" system in Frozen Depth, or sanity system in Infra Arcana.

Once done with Chambers, I'm not sure what my next project will be. However, at some point down the road I intend to try my hand at a more traditional roguelike, depending on how slim I can make an engine. I'll be the first to admit that I'm extremely old-fashioned and inefficient in a lot of my coding practices, so I feel like I have a lot to learn before I get to that point. When I see some of the amazing games that people put out and how small the files are, I get super envious  :)
« Last Edit: March 29, 2012, 11:06:03 pm by Phero »

Offline Phero

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Re: Chambers
« Reply #36 on: January 04, 2013, 12:42:03 pm »


An update. Back in October, I picked the project up after months and months of inactivity. I started adding some event text, some extra little features (only one of which shows up in the screenshot above, I think), and then didn't touch it again until yesterday. Yesterday, I added a few routines and have started building towards an end-state. A few extra sprites added, some small optimizations made... etc. Hoping to get some closure on the project soon...

Offline DJ Omnimaga

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Re: Chambers
« Reply #37 on: January 04, 2013, 01:01:45 pm »
Darn I like those graphics O.O. The game layout is well done, same for menus. Glad it's still progressing :)
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Offline Phero

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Re: Chambers
« Reply #38 on: January 04, 2013, 01:03:39 pm »
Thanks!  ;D
« Last Edit: January 04, 2013, 01:03:50 pm by Phero »

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Re: Chambers
« Reply #39 on: January 04, 2013, 08:14:28 pm »
Wow, I somehow missed this entirely. X.X This is looking quite nice. :) Although I've never played a straight up rouge like, I have played games that have elements of rougelikes.

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Re: Chambers
« Reply #40 on: January 05, 2013, 12:06:47 am »
Wow, this looks pretty awesome! To bad i don't play calc games anymore :P

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Offline Phero

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Re: Chambers
« Reply #41 on: January 05, 2013, 07:41:23 pm »

Offline TIfanx1999

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Re: Chambers
« Reply #42 on: January 06, 2013, 08:27:45 am »
Oh, by the way... if you are still in need of sprites I'd be happy to try to sprite some for you. Let me know what type of monsters or tiles you want and I'll give em a go. :)

Offline Phero

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Re: Chambers
« Reply #43 on: January 06, 2013, 02:44:25 pm »
Oh, by the way... if you are still in need of sprites I'd be happy to try to sprite some for you. Let me know what type of monsters or tiles you want and I'll give em a go. :)

Thanks! I'm not sure if I will need it or not yet. I keep getting distracted and adding more tiny things and tweaking, and I really want to redo the sprite drawing routine, so that might have to come first. I'm planning to keep most of the sprites that I have in the game at the moment, although there are a few that I think are quite ugly that haven't popped up in any of the screenshots yet. As soon as I'm in need of new / fixed sprites, you'll be the first one to know!

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Re: Chambers
« Reply #44 on: January 06, 2013, 09:02:54 pm »
Well, I just learned what a roguelike was. They sound like a lot of fun to program...

The screenshots look great—I really like the layout you're using.