Thursday, February 25, 2010
Sewing Blog Washing Fleece
A first version of the random dungeon generator is ready, but missing some small but crucial elements to integrate into the game. First
lacks a control that determines if the dungeon is closed or not, but I think that will solve this dilemma simply "framing" and closing loopholes that then send him to crush the game. A feature that is missing then artfully placed the stairs to get on and off: it would be good that they were not too close but not too far apart, although on this point I think I have to think a little '.
The great problem of the generation of the dungeon is the placement of doors in the first script the doors were placed along the walls of a room when they met in the corridors, but always get rooms with a string of doors, if opened, would give on a wall. I then documented on rogue ascii basin and dreams and I found several good ideas to improve function. The current result is satisfactory, though vastly improved: a door across the edge is lost yet, but this is inevitable with the creation of ports on the fly, as this can only be improved by adding controls the creator of corridors, but for now I'm not going to improve this method.
prefers to focus on some other details like the stairs or just the traps.
Tuesday, February 23, 2010
Home Made Car Trailers For Sale
Arcan Myth RL 0.1
is available here the compressed archive with the binary for Debian Linux Ubuntu.
The game works in theory on all linux platforms (tested on Fedora too) but may have some drawbacks depending on the graphics settings console.
For bug report also used the comments of this post.
is available here the compressed archive with the binary for Debian Linux Ubuntu.
The game works in theory on all linux platforms (tested on Fedora too) but may have some drawbacks depending on the graphics settings console.
For bug report also used the comments of this post.
Friday, February 19, 2010
How To Open Locked American Tourister
Labyrinth 0.9.2 - Permadeath>: -)
We are running out for the publication of the first executable (ie Arcan Myth RL 0.1) and as can be seen here next to the space is ready for download that will be available within days.
I also built a page on the wiki Like Rogue Basin where it will store information specific to the game (since I do not know bad) English.
This latest version sees some tweaks on the colors: the weapons are also colored in the inventory and equipment screens and were stained by all (previously only had some color while the others were white by default).
The latest concerns the introduction of permanent death of the character, since the save file, if any, is removed at the time of death. Of course we have remember that at the level of roguelike this must be considered a feature and not a limit: in fact the second choice gamedesigner this increases the replay value.
Currently my testers are evaluating this release blocker bugs are looking for after the first version will be published, if this were to happen here would end the draft and instead read the Labyrinth Cave project, whose main purpose is to give the game of randomly generated dungeon.
We are running out for the publication of the first executable (ie Arcan Myth RL 0.1) and as can be seen here next to the space is ready for download that will be available within days.
I also built a page on the wiki Like Rogue Basin where it will store information specific to the game (since I do not know bad) English.
This latest version sees some tweaks on the colors: the weapons are also colored in the inventory and equipment screens and were stained by all (previously only had some color while the others were white by default).
The latest concerns the introduction of permanent death of the character, since the save file, if any, is removed at the time of death. Of course we have remember that at the level of roguelike this must be considered a feature and not a limit: in fact the second choice gamedesigner this increases the replay value.
Currently my testers are evaluating this release blocker bugs are looking for after the first version will be published, if this were to happen here would end the draft and instead read the Labyrinth Cave project, whose main purpose is to give the game of randomly generated dungeon.
Monday, February 15, 2010
What Causes Throbing Neck Pain?
Hunger and food
between influenza and a number of commitments (including as always Kung Fu Verona ) last week I could not do much, so the new changes to report after tomorrow.
Playing Crawl I realized that a fundamental part of that and many other roguelike is the system of hunger / food.
I have called "fundamental" because those who do not crawl eat, live and die of hunger / starvation and you have to eat quite often, becoming a real pain: at some point the search for food becomes primary and the quest often improvised food deteriorates and is no longer edible. In
sostaza the problem becomes primary and the other devolved gaming action but are more fun and are the ones who most want to gamble.
Angband had a similar system, but if I remember correctly, was just passing out the character by exposing more hazards or saved in and out of the game.
currently do not know if will implement systems to manage hunger and this is because, in essence, during a normal session of the GDR, except under certain circumstances, eating has never been a problem, but rather a pattern of aggregation of the group discussion , discussion and information gathering.
So in my opinion has little sense to include something which will not be any fun and that could stop playing.
between influenza and a number of commitments (including as always Kung Fu Verona ) last week I could not do much, so the new changes to report after tomorrow.
Playing Crawl I realized that a fundamental part of that and many other roguelike is the system of hunger / food.
I have called "fundamental" because those who do not crawl eat, live and die of hunger / starvation and you have to eat quite often, becoming a real pain: at some point the search for food becomes primary and the quest often improvised food deteriorates and is no longer edible. In
sostaza the problem becomes primary and the other devolved gaming action but are more fun and are the ones who most want to gamble.
Angband had a similar system, but if I remember correctly, was just passing out the character by exposing more hazards or saved in and out of the game.
currently do not know if will implement systems to manage hunger and this is because, in essence, during a normal session of the GDR, except under certain circumstances, eating has never been a problem, but rather a pattern of aggregation of the group discussion , discussion and information gathering.
So in my opinion has little sense to include something which will not be any fun and that could stop playing.
Friday, February 5, 2010
Carroll Cable Zip Cord
Labyrinth 0.8.8 - Cool
I approached the release of the publication, I decided to improve the screen refresh.
fact, some testers noted that the constant screen refresh to greatly disturb case of long-acting mode or REST. This effect becomes more evident when instead of playing directly from the console, you try to run the game from xterm or remotely via an SSH connection.
In this version the problem was solved by giving priority to refresh really needed (such as a map for example) and leaving the rest as it was. The operation took away a lot of time and then I could not work up much more.
I changed a little thing in the configuration of the keys by removing the option to press 5 to go down, but will need to stay still.
I approached the release of the publication, I decided to improve the screen refresh.
fact, some testers noted that the constant screen refresh to greatly disturb case of long-acting mode or REST. This effect becomes more evident when instead of playing directly from the console, you try to run the game from xterm or remotely via an SSH connection.
In this version the problem was solved by giving priority to refresh really needed (such as a map for example) and leaving the rest as it was. The operation took away a lot of time and then I could not work up much more.
I changed a little thing in the configuration of the keys by removing the option to press 5 to go down, but will need to stay still.
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