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StoryTime posted:This was my favorite of the runners up! Hey, thanks for saying so. And thanks to mad for prompting this whole thing, of course. I definitely don't have time to start anything before this weekend, but I'm about a billion times more likely to get this off the ground now that I know I'm not the only one who wants to see it happen. Will report back when there's something that responds to attempts at interaction, someday.
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# ? Dec 8, 2016 02:11 |
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# ? May 19, 2024 09:26 |
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Tuxedo Catfish posted:I'd recommend QWEASD or ASDZXC over that scheme. Stretching across three rows might make sense from a hand-eye coordination standpoint but sticking to two is easier on your fingers and still intuitive enough. Well if the numbers are the attack options, it can be configurable
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# ? Dec 8, 2016 02:25 |
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Tuxedo Catfish posted:I'd recommend QWEASD or ASDZXC over that scheme. Stretching across three rows might make sense from a hand-eye coordination standpoint but sticking to two is easier on your fingers and still intuitive enough. I've been considering that too. I was leaning towards WEADZX in case I decide to use S as a rest/reload, but I intend to play with all of them. I want to get rebinding in there as an eventual feature.
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# ? Dec 8, 2016 02:36 |
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Tiramisu posted:I've been considering that too. I was leaning towards WEADZX in case I decide to use S as a rest/reload, but I intend to play with all of them. I want to get rebinding in there as an eventual feature. I was going to suggest putting rest on R but then again that might be a bad idea if your game also involves guns and ammo. Maybe Z on a QWEASD layout, as long as movement's more common than standing still.
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# ? Dec 8, 2016 02:41 |
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TooMuchAbstraction posted:Have you played Race the Sun? Completely different genre, it's an "infinite runner" where you fly a solar-powered airplane and have to chase after the setting sun, lest you run out of power and crash. I'm still in the spitballing phase (and will continue to be in the near future, as well as forever), but rather than have a hunger clock or even have the sun act as a similar device--where if it runs down, you die--I'm thinking of making it more dreary but open to possibility. Now, mechanically, this will probably change, assuming I ever acquire the skill to implement it, but the idea is that Mercury is a place you travel on an overmap and you can dive into mines to plunder resources, but also to escape an oncoming sun. (In my loser-drifter roguelike idea, the sun would literally just knock you out--you can only operate at night--and so you have no control over yourself for the whole day, so who knows where you'd end up, or what precious materials you'd lose.) Anyway, if you hunker down to avoid the sun, you basically go into cryosleep but the system doesn't work too well in this universe. You might have brain damage or sleep for quite some time. So the result isn't death, but a loss of skill, or of a large amount of time--and the abandoned equipment and supplies decays in this time. StoryTime posted:If you're looking for inspiration about a depleted and destitute planet, read Gene Wolfe's "The Book of the New Sun". PleasingFungus posted:Alternately, could read some Vance's Dying Earth stories, which are a lot more light-hearted. I shall read both of these, thanks! At the very least, I'll complete the roguelike tutorial and have something generic to show for it, some books I wouldn't have noticed otherwise, I figure I'm ahead of the game. So far I'm mostly inspired by portions of I, Robot.
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# ? Dec 8, 2016 03:59 |
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Tiramisu posted:I've been considering that too. I was leaning towards WEADZX in case I decide to use S as a rest/reload, but I intend to play with all of them. I want to get rebinding in there as an eventual feature. Another possibility is to use up/down/left/right, but make unmodified left/right go up-left and up-right, while holding shift makes them go down-left and down-right (or if you orient your hexes the other way, use normal and modified up/down instead). Or do it with WASD. I think this is probably something where you'll need to experiment with a lot of different methods, and definitely make your keybindings configurable.
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# ? Dec 8, 2016 05:44 |
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Dream Quest is live on steam! .... What is this, exactly? I saw it recced in this thread ages back, and remembered to keep an eye out for it, but .... why?
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# ? Dec 9, 2016 07:24 |
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StrixNebulosa posted:Dream Quest is live on steam!
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# ? Dec 9, 2016 07:31 |
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About drat time. Finally, I can share the best game with the worst art, on Steam. It chafed at first, but now those ugly stick figures have some charm.
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# ? Dec 9, 2016 10:36 |
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StrixNebulosa posted:Dream Quest is live on steam! best game ever. or at least my all time favourite roguelite (probably).
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# ? Dec 9, 2016 10:51 |
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Last seen a year ago in a final, hazy Alpha form....but "almost" seen during ARRP 2016---Dungeons of Everchange returns with a big update for, as it happens, Actually A Few More Alphas before it solidifies enough to reach Beta. http://www.darkgnosis.com/blog/ There's still quite a large heap of jank, but this is one of the most ambitious Broguelikes of the entire lot and that claim will only deepen as time rolls on if a solid dev pace can indeed happen.
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# ? Dec 9, 2016 14:46 |
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ExiledTinkerer posted:Last seen a year ago in a final, hazy Alpha form....but "almost" seen during ARRP 2016---Dungeons of Everchange returns with a big update for, as it happens, Actually A Few More Alphas before it solidifies enough to reach Beta. Man that looks nice. Great presentation. Are there any other brogulikes that are worth checking out?
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# ? Dec 9, 2016 17:04 |
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What is a broguelike?
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# ? Dec 9, 2016 17:11 |
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rt4 posted:What is a broguelike? A game that's like Brogue, I assume. I haven't really played Brogue for more than about five minutes, so someone else would be better suited to give you the details, but all of your character is in your gear and how you use it. It also has very pretty ASCII.
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# ? Dec 9, 2016 17:22 |
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Oh you mean an ASCII Stalker-like
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# ? Dec 9, 2016 17:34 |
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Well played my 360 for the first time in a long long time and got totally into a rogue like I forgot about - Epic Loot. It has been renamed to Cused Loot apparently. Really excellent game. Ported to iPad. I'm not sure if it is elsewhere. Worth a look.
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# ? Dec 9, 2016 20:28 |
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When I read the word "Broguelike" I immediately pictured an ascii art based open world adventure where you have to search a ruined city for the best baked chicken recipes and gather top notch gym equipment so that you can make the sickest gains over of all of your other apocalypse surviving bros.
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# ? Dec 9, 2016 20:48 |
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deathbagel posted:When I read the word "Broguelike" I immediately pictured an ascii art based open world adventure where you have to search a ruined city for the best baked chicken recipes and gather top notch gym equipment so that you can make the sickest gains over of all of your other apocalypse surviving bros. Is it too late, madjack???
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# ? Dec 9, 2016 22:11 |
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deathbagel posted:When I read the word "Broguelike" I immediately pictured an ascii art based open world adventure where you have to search a ruined city for the best baked chicken recipes and gather top notch gym equipment so that you can make the sickest gains over of all of your other apocalypse surviving bros. eh, i picture more of a traditional roguelike. you start at ground level and ascend each level of a nightclub, finding bits of paper with PUA tips on them and quaffing from random cups to ID their effects. you do start out with a free magic wand, but it's cursed and only holds one charge
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# ? Dec 9, 2016 22:18 |
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Also tends to go off early, leaving you feeling embarrassed and weak.
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# ? Dec 10, 2016 00:01 |
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deathbagel posted:When I read the word "Broguelike" I immediately pictured an ascii art based open world adventure where you have to search a ruined city for the best baked chicken recipes and gather top notch gym equipment so that you can make the sickest gains over of all of your other apocalypse surviving bros. Chakan posted:Is it too late, madjack??? This... this was not in the prophecy! No Gains Sicker, Best Broguelike 2016. This is why December exists.
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# ? Dec 10, 2016 00:13 |
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madjackmcmad posted:This... this was not in the prophecy! You mean The Bro-phecy which was a sacred foretelling of the end times by our lord and savior Saint Rippetoe. And he said unto us "When the land upturns and and the skies crash to the ground... only the swole shall survive."
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# ? Dec 10, 2016 00:47 |
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And I'm off and, uh, crawling. GameMaker is confusing and having to think about how tiles and sprites work and resolutions and stuff is very unlike anything I've really worried about before. But the end result is I have a room, and a guy in the room, and he can move around the room but not through walls. It's a start! Going to add a proper grid based movement system, work on creating an enemy to fight with some basic you-move-they-move ai, and try and get a bump for death combat system going next.
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# ? Dec 10, 2016 05:13 |
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Sodomy Non Sapiens posted:And I'm off and, uh, crawling.
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# ? Dec 10, 2016 05:28 |
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Sodomy Non Sapiens posted:And I'm off and, uh, crawling. Got you down in the spreadsheet! So far you're winning by default
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# ? Dec 10, 2016 05:36 |
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Sodomy Non Sapiens posted:And I'm off and, uh, crawling. Awesome! So far I've...implemented a lovely version of Breakout. It's a lot easier to just do a couple of the videos from the Unity course I'm working my way through, than it is to actually start on the game I want to make. On the plus side, I think at this point I do have all of the knowledge I need to implement the first prototype.
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# ? Dec 10, 2016 05:58 |
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Just a reminder to all contestants that this tutorial exists and is pretty good: https://unity3d.com/learn/tutorials/projects/2d-roguelike-tutorial
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# ? Dec 10, 2016 06:09 |
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madjackmcmad posted:Rogue Scholar 2016: Winter is Coding Unormal posted:Let me know via e-mail to unormal@gmail.com what sprite pack you'd like (or other dev tool of similar value)! Oh maaan, this is wild. Thanks guys. This was a great way to end what's been a lovely week. Angryhead and I are on a brief break until this Sunday when we'll get back to it in full swing. I've been slowing reworking some UI stuff in the meantime. I'll be in touch re: tileset or other dev tool shortly!
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# ? Dec 10, 2016 07:05 |
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So, I've got text files being read, and now I'm working on filtering. Once I get filtered text loaded into an array or dictionary then I can start assigning weird values to them. Also, I am the artist formerly known as "bent over for you bb" for reference, for whoever is updating the spreadsheet. I'll post a screenshot once I've got it naming things. Is anyone doing Ludum Dare? I'm not super excited about the theme.
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# ? Dec 10, 2016 13:56 |
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colonp posted:Man that looks nice. Great presentation. The hilarity since in the thread is the Secret Truth, pray to it alone coming to fruition for deliverance unto greatness~! But otherwise, it is a bit of a tricky one to pin down as it isn't so obvious and uniform a thing---there are a few beyond the whole Pixel Dungeon clan: Forays into Norrendrin: http://forays.github.io/ Maximum bias in favor of this, each update is random/good as all hell though tends to be quite largely spaced in time---having Been Awhile Now as it so happens, cross thy fingers and toes with hope in your heart~ The Ground Gives Way: http://www.thegroundgivesway.com/ Also maximum bias in favor, just because---absolute modern classic of a mega project of a sort. Professional Adventurers League: http://www.roguebasin.com/index.php?title=Professional_Adventurers_League Until we get SmashTV RL---this and his prior QuickHack will do it. Dungeon Mercenary: http://www.schplaf.org/hgames/index.html Last seen actually making it to ARRP 2016, it is well on the way towards punching around with the rest as there's already been a fair bit indeed accomplished within it.
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# ? Dec 10, 2016 14:58 |
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deathbagel posted:You mean The Bro-phecy which was a sacred foretelling of the end times by our lord and savior Saint Rippetoe. And he said unto us "When the land upturns and and the skies crash to the ground... only the swole shall survive." This reminds me of this amazing bodybuilding subreddit I found once called "Swole Acceptance" where everybody talks to each other like they're Viking warriors. I think whoever makes this game could get a lot of inspiration from there.
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# ? Dec 10, 2016 15:16 |
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I received the sprite sheets, and after jumping through a couple of hoops, Unity is using them in a more or less reasonable manner: That's what the sprite import tool looks like. It's actually pretty good at figuring out what's a sprite and what isn't. The entire thing is then converted into something Unity calls a 'Sprite Atlas'. It took a somewhat longer while to figure out how to get programmatic access to the sprites. Once that was solved, and I actually managed to hit the viewable part of the screen with my rendering attempts, the project currently looks like this: The first hurdle is now passed: I'm capable of programmatically generating a single large texture by copying tiles from a sprite sheet, as opposed to modeling every tile as a separate game object. The latter seemed such a patently terrible approach, that I didn't even want to find out how it would run.
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# ? Dec 10, 2016 19:02 |
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Weedle posted:This reminds me of this amazing bodybuilding subreddit I found once called "Swole Acceptance" where everybody talks to each other like they're Viking warriors. I think whoever makes this game could get a lot of inspiration from there. This is amazing.
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# ? Dec 10, 2016 19:37 |
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StoryTime posted:I received the sprite sheets, and after jumping through a couple of hoops, Unity is using them in a more or less reasonable manner: To be honest you're prematurely optimizing. You'd find a gameobject per sprite is actually just fine in most cases. You are almost certainly going to get worse performance rendering your own texture. Nice work, though! You might want to use a big single mesh for the floor and wall layers, but otherwise go nuts with GameObjects. Unormal fucked around with this message at 20:02 on Dec 10, 2016 |
# ? Dec 10, 2016 20:00 |
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Unormal posted:You might want to use a big single mesh for the floor and wall layers, but otherwise go nuts with GameObjects. Yes, this is the idea: use a large (well currently 480 x 144) pre-rendered texture for the static dungeon features, separate GameObjects for the things that actually move. Good to know that having a bunch of sprites won't become a problem that easily. Do you have any guess as to when the problems would start, if I'm just panning the camera across a pile of non-moving sprites? Thousands, tens of thousands, hundreds of thousands?
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# ? Dec 10, 2016 22:53 |
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StoryTime posted:Yes, this is the idea: use a large (well currently 480 x 144) pre-rendered texture for the static dungeon features, separate GameObjects for the things that actually move. Depends on what you're doing and how well it's implemented, but as a general rule, do not optimize code until that code is demonstrably problematic. Usually it's fine; computers are fast. Spare your energy for things that are inherently difficult instead of pre-emptively making difficulties for yourself.
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# ? Dec 10, 2016 22:56 |
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All the advice about not worrying about optimal code is true. It only matters if performance is becoming a problem, and for a roguelike running on a modern computer it's pretty unlikely to become a big deal unless you write something monstrously inefficient. There's no need to desperately fight for every bit or CPU cycle right now, and if you keep it up you'll burn out before you get anywhere.
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# ? Dec 10, 2016 23:04 |
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I'm aware of these things. If anything, I'm asking about the ballpark limitations of various systems, so that I can avoid trying them myself out of sheer curiosity!
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# ? Dec 10, 2016 23:32 |
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StoryTime posted:I'm aware of these things. If anything, I'm asking about the ballpark limitations of various systems, so that I can avoid trying them myself out of sheer curiosity! The problem is that it's so heavily dependent on what you're doing and how exactly you're doing it that it's impossible to give a remotely accurate ballpark estimate. But to give you some vague sense of scale, the last time I tried making a roguelike I did something like a 150x60 display, or something like that, where every tile was individually software-rendered. That's 9000 separate draw calls with zero hardware acceleration, just calling the "drawText()" method of whatever widget library I was using. It was noticeably a little laggy, but still playable. And this was something like five years ago.
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# ? Dec 11, 2016 00:02 |
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# ? May 19, 2024 09:26 |
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Unity really wants you to make GameObjects. GameObjects are what it does. If you're thinking, "Maybe I shouldn't solve this problem by making GameObjects," buddy, I have some news for you. If it breaks later you can figure out how to unfuck it then.
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# ? Dec 11, 2016 00:10 |