G
Guest
Guest
Archived from groups: rec.games.roguelike.development (More info?)
Hi,
I finaly decided to put my first roguelike together, i've put together
my world, What rules will be like ( like classes, skills, magic ...).
So it's kind of ready to be played in pen-and-paper fashion.
What i lack is experience in doing roguelikes (but not programing
overall ...).
So, can anyone point me to design pattens usefull for adom-like complex
game?
What dangerous structures are there waiting for me to discover, use and
loathe?
Now, i'm putting together some basics, like item data model, character
data model...
For example:
Items should all be descendands of object Item ... like Weapon class
and Armor inherits from Item class that has generics, but i don't want
Item class instrictally know how to work with Blessed or Cursed status,
and i don't want to implement it in all apliclable subclases ( that
code will be always the same ... ) and this goes to other stuff to (
Durability of item ... )
Another problem is how to handle ego items. Since i want to employ
Diablo II-like item model with socketable items, runeword-like
abilities, sets ... lots of customizations. All of this having lots of
triggers for special actions ( onBeingHit, onTargetDestroyed ... ).
Currently, having have each item list which contains Object of
MagicItemMod interface and another List which can contain other items
imlementing InsertableItem
(I know how to google for i.e. map generation or so ... i just want
real live answer)
Hi,
I finaly decided to put my first roguelike together, i've put together
my world, What rules will be like ( like classes, skills, magic ...).
So it's kind of ready to be played in pen-and-paper fashion.
What i lack is experience in doing roguelikes (but not programing
overall ...).
So, can anyone point me to design pattens usefull for adom-like complex
game?
What dangerous structures are there waiting for me to discover, use and
loathe?
Now, i'm putting together some basics, like item data model, character
data model...
For example:
Items should all be descendands of object Item ... like Weapon class
and Armor inherits from Item class that has generics, but i don't want
Item class instrictally know how to work with Blessed or Cursed status,
and i don't want to implement it in all apliclable subclases ( that
code will be always the same ... ) and this goes to other stuff to (
Durability of item ... )
Another problem is how to handle ego items. Since i want to employ
Diablo II-like item model with socketable items, runeword-like
abilities, sets ... lots of customizations. All of this having lots of
triggers for special actions ( onBeingHit, onTargetDestroyed ... ).
Currently, having have each item list which contains Object of
MagicItemMod interface and another List which can contain other items
imlementing InsertableItem
(I know how to google for i.e. map generation or so ... i just want
real live answer)