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Ancient Domains Of Mystery, forum overview / Roguelike / YAMORL (Yet another my own RL)

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tongHoAnh
Registered user
adoomed


Last page view:

6632 days, 23 hours, 8 minutes and 58 seconds ago.
Posted on Thursday, April 07, 2005 at 06:10 (GMT -5)

I'm doing my own on Java, still on designing state though. The general ideas so far:
+ Focus on monster variety with <size> <name> <class> structure
+ Maximize freedom for player (Dynamic screen size, eating weapons if u like, classless structure and the likes...)
+ Neat AI (!?)
+ Dynamic magic: Mix up to 5 spell effects to make your own spell.
+ Quest/Town generator
+ Use of Field of Control. Chars shall face real danger if thep move onto a square next to a hostile monster while currently on such square.
My RL dumpyard:

http://www.geocities.com/ceruleannebula/index.html

[Edited 1 time, last edit on 4/7/2005 at 06:11 (GMT -5) by tongHoAnh]
lurking TongHoAnh
Unregistered user
Posted on Monday, April 18, 2005 at 12:57 (GMT -5)

I was making a draft for my map generator and it turned out that all the rooms are oddNum x oddNum size. With a bit of luck, probably I can have ADOM's dungeon layout without breaking any licence :)
Warlord*
Unregistered user
Posted on Friday, April 22, 2005 at 02:00 (GMT -5)

My thoughts on dynamic magic system, do it better than they did in Morrowing (same basic idea of mixing spell effects to create your own). They mostly end up lame clones of existing spells with higher costs. And all with about same effect.
tongHoAnh
Registered user
adoomed


Last page view:

6632 days, 23 hours, 8 minutes and 58 seconds ago.
Posted on Friday, April 22, 2005 at 05:55 (GMT -5)

I did not play Morrowind but based on your post my system wont be further than that :). I do, however, try to break down spell components thus you could have dynamic spells. Says, if player wants having "Hasted" pemanently on whole party, make a spell with these specification:
Element: None (1x Mp)
Instant Dmg effect slot: None (+0 Mp , +0 Spell lvl)
Over-time Dmg effect slot: None (+0 Mp , +0 Spell lvl)
Status effect slot 1: Haste (+8 Mp , +1 Spell lvl)
Status effect slot 2: Metamagic - Permanency (+0 Mp , +5 Spell lvl)
Status effect slot 3: Metamagic - Ally only (+0 Mp , +2 Spell lvl)

Haste specification:
Lvl Mod: Low (-2 Effect lvl)
Range: Whole lvl (+5 Effect lvl)
Duration: low (-2 Effect lvl) (Permanent anyway :)

Total MP: 1x(0 + 0 + 8x1^(-1 + -2 + 5 + -2))x1^(-1 + 1 + 5 + 2) ~ 16MP.

Seems not much, but for a normal, evenly-attributed char, that's about all of his mp at lvl 3 :) and about 20% at lvl 60(max lvl for PC)

Any comments on this design?
My RL dumpyard:

http://www.geocities.com/ceruleannebula/index.html
JCool14
Registered user

Last page view:

6522 days, 6 hours, 45 minutes and 50 seconds ago.
Posted on Friday, April 22, 2005 at 09:59 (GMT -5)

I very much like the idea. Good luck with coding it. Your best chance is to make maybe a spell class, with the main attributes of a spell as you mentioned above. Then, you can derive maybe a fire class, a water class, that sort of thing. Just an idea. Again good luck.
tongHoAnh
Registered user
adoomed


Last page view:

6632 days, 23 hours, 8 minutes and 58 seconds ago.
Posted on Friday, April 22, 2005 at 10:46 (GMT -5)

Quote JCool14 text: <snip>

That's exactly what I had in mind, though Haste is an elemental independant effect (which can be put into any spell.)

There's a typo up there. All the 1^() should be 1.1^()
My RL dumpyard:

http://www.geocities.com/ceruleannebula/index.html
tongHoAnh
Registered user
adoomed


Last page view:

6632 days, 23 hours, 8 minutes and 58 seconds ago.
Posted on Tuesday, April 26, 2005 at 07:31 (GMT -5)

To JCool and Demented Jam:
I'm wondering what shall your "world"-background like? Dont mind any idea sharing? Mine one (still is a draft in bad English) goes like:

A.N. = After Nuked, referring to the WW3.

217 A.N. Human are still recovering from what they have done to themselves. Radiating materials and nuclear waste are everywhere, slowly mutate the living and the non-living alike. Morever, the richness of ratiation in the enviroment slowly morph the dimensions and open up portals to the unknown planes. Creatures beyond any mutation and physical laws are now freely roaming the planet. Chilren are born with extra (mostly in the bad ways) body parts and abilities. Large-scale researches are conducted on these "magical" stuff. Modern weapons are now scarce and are heavily protected by big gangs, the rulers of the new world. The rest, who are not yet be eaten, are either reviving medival survival techniques, or direct their new powers to protect them. What's more, there are raising rumour about aliens's investigations...
My RL dumpyard:

http://www.geocities.com/ceruleannebula/index.html
JCool14
Registered user

Last page view:

6522 days, 6 hours, 45 minutes and 50 seconds ago.
Posted on Saturday, April 30, 2005 at 11:25 (GMT -5)

I haven't really come up with anything. Trouble is, that it is hard to come up with a good story line for a completly random game. I'll let you know when I think of one.
tongHoAnh
Registered user
adoomed


Last page view:

6632 days, 23 hours, 8 minutes and 58 seconds ago.
Posted on Friday, May 06, 2005 at 15:23 (GMT -5)

Well, There isnt much of a story. I'm talking about background, like ADOM's Acadia. Anyhow, as you can read, most of the stuff are "rare" , "scared" and "rumoured" :)
My RL dumpyard:

http://www.geocities.com/ceruleannebula/index.html
tongHoAnh
Registered user
adoomed


Last page view:

6632 days, 23 hours, 8 minutes and 58 seconds ago.
Posted on Friday, May 06, 2005 at 15:36 (GMT -5)

I'm considering putting this feature into my game, please comment as much as you want:

Dungeons are memorized very slowly, relying much on the memory of the player (not the PC :) to find his way. Everytime the player travel in a dungeon, there is a small chance that he will have it memorized, based on his Int. However, special locations (staircases, cache of items) are memorized automatically anyhow, until the PC remove its specialty.
My RL dumpyard:

http://www.geocities.com/ceruleannebula/index.html
tongHoAnh
Registered user
adoomed


Last page view:

6632 days, 23 hours, 8 minutes and 58 seconds ago.
Posted on Monday, May 09, 2005 at 07:16 (GMT -5)

sewer's alpha version's alpha version was out. http://s42.yousendit.com/d.aspx?id=05KLU0889M8ME30O73QO0XX20O

I dont know if it work on any platform others than Windows, though :)
My RL dumpyard:

http://www.geocities.com/ceruleannebula/index.html
Portrait
Morio
Registered user
Holy Champion of ADoM


Last page view:

3904 days, 6 hours, 39 minutes and 52 seconds ago.
Posted on Monday, May 09, 2005 at 08:42 (GMT -5)

it looks pretty good.
A bit too easy and the story isn't that good either ;)
"I don't know what World War 3 will be fought with, but I know World War 4 with be fought with sticks and stones." - Albert Einstein
tongHoAnh
Registered user
adoomed


Last page view:

6632 days, 23 hours, 8 minutes and 58 seconds ago.
Posted on Monday, May 09, 2005 at 08:53 (GMT -5)

well, it is alpha's alpha version anyhow. :) I just modified some display code and add 1 more methods to make this current version, mostly to see how well is the display codes (I didnt use curses and it is as well 3D accelerated ;) and the map generator :) The game come with Courier New but if anyone know any font (even non-monoed) that make my game look better (Windows fonts are crap) , pls tell me :)

My own perfect high score is perfect score of lvl 159. (I made 2 perfect scores after an afternoon run, the other is that of lvl 1 :)
I never make it to the 200s with normal score though.
My RL dumpyard:

http://www.geocities.com/ceruleannebula/index.html
JCool14
Registered user

Last page view:

6522 days, 6 hours, 45 minutes and 50 seconds ago.
Posted on Thursday, May 12, 2005 at 13:13 (GMT -5)

Well... it looks like it is coming along nicely, much better than mine (No code lol). Mind if I look at your display code to get ideas? I'll add you to any credits. BTW, you may want to find a way to make the "Door" that you use to win invisible when you aren't near it.
tongHoAnh
Registered user
adoomed


Last page view:

6632 days, 23 hours, 8 minutes and 58 seconds ago.
Posted on Thursday, May 12, 2005 at 14:48 (GMT -5)

>BTW, you may want to find a way to make >the "Door" that you use to win invisible when >you aren't near it.

What did you mean???

Anyhow, I'd be very happy if you can make some use out of my craps, not to mention the Java - C++ crossing ;) Btw, I'm trying to expand it for the next release and 2/3 codes was re-written already :(
My RL dumpyard:

http://www.geocities.com/ceruleannebula/index.html
tongHoAnh
Registered user
adoomed


Last page view:

6632 days, 23 hours, 8 minutes and 58 seconds ago.
Posted on Friday, May 13, 2005 at 07:38 (GMT -5)

Dont want to be boastful but...

By this time I've finished this week's schelude: bring monsters and attributes into the game. However , I need to modify the code somewhat so it could be played, maybe similar to the previous release.
My RL dumpyard:

http://www.geocities.com/ceruleannebula/index.html
tongHoAnh
Registered user
adoomed


Last page view:

6632 days, 23 hours, 8 minutes and 58 seconds ago.
Posted on Tuesday, May 24, 2005 at 10:20 (GMT -5)

Sewer release 2 is out, called "You will die at the end":

http://s31.yousendit.com/d.aspx?id=064TZGFPY3G0Z1WLGPXBFYL98E

So far, the DOS version is the best, keep trying if it crash at the beginning :) The sure are bugs but read on.

Development Log

The official version if this one is 0.0.3. Monster are added last week but I found it not very desirable if there's no message as you smack the rats so I wait till this one (add messages and health indicator) before releasing.

Near Future - Code refactoring, Checkpoint I

I have managed to make a running programming, now I shall move on and make a running Roguelike :) First I'll refactor, fix bugs do miscallious stuff before adding new things. Thanks to my rather tight time table, it might take 1-3 weeks before the next release but I'll try to manage a release before my upcoming exams

What'll be added next?

Practically nothing, some improvement here and there at most. However, the underlying code shall be modified greatly. I hope after this check point, the game's structure shall be standardized out. As well, I'll try to put it up onto some self-made site so you guys are not limitted to 25 downloads ;D Oh, almost forgot, I'll pick an official name for it (any suggestion? ;)
My RL dumpyard:

http://www.geocities.com/ceruleannebula/index.html
JCool14
Registered user

Last page view:

6522 days, 6 hours, 45 minutes and 50 seconds ago.
Posted on Saturday, May 28, 2005 at 13:17 (GMT -5)

What I meant, was that the door or the exit that you are supposed to get to so you can win, is visible even when you can't see it. You oughta do something about this, although it may not even be in your new release.
tongHoAnh
Registered user
adoomed


Last page view:

6632 days, 23 hours, 8 minutes and 58 seconds ago.
Posted on Monday, May 30, 2005 at 04:38 (GMT -5)

JCool14 wrote: <snip>

It is easier NOT_TO_SEE it all the time than to put it like I did (extra codes). I put it visible just because it is fairer I think. Check out the new version, no door at all.

Development diary:

I'm still cleaning up the stuff, try to optimize as far as I could. Trying to write an actual AI and here goes:

I intended to make a simple AI that make the rats group up and run after the player as they see him.

The first time I compile and run, the game crashed because some rats tried to run out of the map.

The second time I compile, the game run smoothly, I walked around till I see 3 rats stick together. I thought "Here goes". Then...

"The rat misses the rat. The rat moderately injures the rat."

"The rat killed the rat." (3 rats became 2)

My jaws hang open.

Later, I learned that instead of team up and chase the player, the rats run away from the player and beat the s**t out of each others. Good AI, good AI :(
My RL dumpyard:

http://www.geocities.com/ceruleannebula/index.html
tongHoAnh
Registered user
adoomed


Last page view:

6632 days, 23 hours, 8 minutes and 58 seconds ago.
Posted on Friday, July 15, 2005 at 06:22 (GMT -5)

Bringing it up :D

After the first few tries on the game, I decided to follow the traditional path and currently am writing lots of design with almost no code done. Luckily I've got one of my friend into the project and I'll try having a release similar to the last one so he could catch what's it about in game programming. I've also got a place on the net to put stuff on stably :)

Now goes the problem:

I'm designing the control of the game and I like the idea of reducing amout of control keys to minimal. My design goes like:

1-9 : directional keys, also used in dialog to select choices.

0: Open game menu, gain access to stuff like magic assembly or inventory menu.

Enter: Action key, open up spell list and special moves list (these 2 are mixed together)

+ : Interactive key, open up menu of "pick up", "dig", "handle" and stuff like that.

We have 2 options here, the first one is the above design, the second one is the traditional design ("f" for wipe Face and "E" for clean Ears :)

Please anticipate in the poll so that my game would be better :)

[Poll removed]
My RL dumpyard:

http://www.geocities.com/ceruleannebula/index.html
tongHoAnh
Registered user
adoomed


Last page view:

6632 days, 23 hours, 8 minutes and 58 seconds ago.
Posted on Friday, July 15, 2005 at 06:23 (GMT -5)

<Problem encountered>
My RL dumpyard:

http://www.geocities.com/ceruleannebula/index.html

[Edited 1 time, last edit on 7/15/2005 at 06:23 (GMT -5) by tongHoAnh]
tongHoAnh
Registered user
adoomed


Last page view:

6632 days, 23 hours, 8 minutes and 58 seconds ago.
Posted on Friday, July 15, 2005 at 06:24 (GMT -5)

Soz here goes:
My RL dumpyard:

http://www.geocities.com/ceruleannebula/index.html

Do you prefer my design over the original one?
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Unregistered user
Posted on Thursday, July 28, 2005 at 04:41 (GMT -5)

Well congratualtions ! It takes a lot of patience to get that far coding. However it is not possible to download your file anymore =( I'd love to try it.
tongHoAnh
Registered user
adoomed


Last page view:

6632 days, 23 hours, 8 minutes and 58 seconds ago.
Posted on Thursday, July 28, 2005 at 05:48 (GMT -5)

Well, things changed alot since I upload my game and I have deleted all of it but the code :( However, I'll try compling it anew, just for you ;) The problem is that I changed my compiler and this one requires you having 30+ MB of Java in order to run my 10.3 KB source ;) I'd need to find a compiler to make .exe file. This will take a while, maybe till next week.
My RL dumpyard:

http://www.geocities.com/ceruleannebula/index.html
tongHoAnh
Registered user
adoomed


Last page view:

6632 days, 23 hours, 8 minutes and 58 seconds ago.
Posted on Monday, December 19, 2005 at 04:46 (GMT -5)

*Bump*

I'll try and see if I can make executable files for my game so dont touch it if you dont know how to handle .class files of java ^^. And yes, no code for the time being ;P
My RL dumpyard:

http://www.geocities.com/ceruleannebula/index.html
tongHoAnh
Registered user
adoomed


Last page view:

6632 days, 23 hours, 8 minutes and 58 seconds ago.
Posted on Tuesday, February 07, 2006 at 09:56 (GMT -5)

Folks, I've enlisted myself to the 7DRL writing contest (write a roguelike in 7 days):

http://groups.google.com/group/rec.games.roguelike.development/browse_thread/thread/61c6250bc0270a71/6b2703c23809f12d

I know that my RL dump doesnt look good and is not up-to-date, but I guess I'll just try my best :)

Btw, I'm looking for game ideas. I'm thinking about a survival-in-enemy-teritory kind of game but the more idea, the better :) I'm currently reading this for knowledge in the field:

http://www.equipped.com/fm21-76.htm
My RL dumpyard:

http://www.geocities.com/ceruleannebula/index.html

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