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Archived from groups: rec.games.roguelike.development (More info?)
Hey. Sorry for not keeping the other topics I started alive (3D ASCII
and Perl roguelike). I've got version 0.0.2 of my software done, but
it's still just a shell. I'll release everything soon, under the GPL, of
course.
I've run into a problem. If the player tries to pick up something where
multiple items reside, I'll have the game ask the player what to pick
up. But if they try to pick up two or more objects, should that cause
two or more turns to pass? A turn in my engine is pretty much figuring
out what's to be done (By means of inputting a command or delayed
actions; see blow.) then trying to do it. Different event handlers can
interrupt. But always, after all that, the event queue is processed,
which causes monsters to move and attack and things that happen every
turn to happen. In most of the roguelikes I've played, it seems picking
up multiple items compromises all of one turn. I suppose this is fine.
I'm not going for an overwhelming amount of realism or anything, but I
want the system to be flexible. In adom, for instance, eating takes a
while if you're being attacked. I recall a discussion on putting on and
taking off armour a while ago. I have a feeling adding this sort of
complexity to the engine this early could cause problems.
Now that I think about it, there's no reason to introduce too much
complexity this early. Is it OK to make every action be counted as one
turn, taking the same amount of "time" or should things get more
specific? I know it depends on the game itself, but I'm curious to hear
what others think.
I'll veer off-topic for a minute. I'm fortunate enough to actually have
a friend that I see every day in school that enjoys roguelikes, because
I introduced them to him. Are others fortunate enough to have
role-playing buddies in reality? If we were interested in role-playing,
where should we start? Dungeons and Dragons looks neat, but a bit
complex. Does anybody know of a sort of DnD board game? Same rules and
mechanics, but not really requiring a DM? Something easy for people who
know and enjoy roguelikes.
Anyway, I'll try and put up a page for my Perl roguelike sometime this
weekend and release 0.0.3. Good luck to everybody else!
Hey. Sorry for not keeping the other topics I started alive (3D ASCII
and Perl roguelike). I've got version 0.0.2 of my software done, but
it's still just a shell. I'll release everything soon, under the GPL, of
course.
I've run into a problem. If the player tries to pick up something where
multiple items reside, I'll have the game ask the player what to pick
up. But if they try to pick up two or more objects, should that cause
two or more turns to pass? A turn in my engine is pretty much figuring
out what's to be done (By means of inputting a command or delayed
actions; see blow.) then trying to do it. Different event handlers can
interrupt. But always, after all that, the event queue is processed,
which causes monsters to move and attack and things that happen every
turn to happen. In most of the roguelikes I've played, it seems picking
up multiple items compromises all of one turn. I suppose this is fine.
I'm not going for an overwhelming amount of realism or anything, but I
want the system to be flexible. In adom, for instance, eating takes a
while if you're being attacked. I recall a discussion on putting on and
taking off armour a while ago. I have a feeling adding this sort of
complexity to the engine this early could cause problems.
Now that I think about it, there's no reason to introduce too much
complexity this early. Is it OK to make every action be counted as one
turn, taking the same amount of "time" or should things get more
specific? I know it depends on the game itself, but I'm curious to hear
what others think.
I'll veer off-topic for a minute. I'm fortunate enough to actually have
a friend that I see every day in school that enjoys roguelikes, because
I introduced them to him. Are others fortunate enough to have
role-playing buddies in reality? If we were interested in role-playing,
where should we start? Dungeons and Dragons looks neat, but a bit
complex. Does anybody know of a sort of DnD board game? Same rules and
mechanics, but not really requiring a DM? Something easy for people who
know and enjoy roguelikes.
Anyway, I'll try and put up a page for my Perl roguelike sometime this
weekend and release 0.0.3. Good luck to everybody else!