angband-esque game

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necro
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angband-esque game

Post by necro »

a rouge like game, it alows you to wander a giant world (randomly generated). A map is randomly generated and is a matrix of rooms, each of which is premade and compressed. You will move around and fight enemies in each 8X8 room, and towns also exist with a number of stores. As well, up and down "stairs" alow you to venture deeper into the world where more powerful monsters exist. Lots of items and weapons, tons of spells, and custimisation options should make this one great game. Graphics will be simplistic 8X8 b/w tiles and I hope to keep everything good and clear as to what they are. Also, a class system will exist but you will be alowed to change classes some how.

Items types as of now:
weapon(bows, swords, axes, ect.)
amo(for use in bows and such)
staff(improve magics quality)
armor(sheilds,helms,ect)
potion(magic in one use form)
scrolls(")
food (some have special affects like musherooms and magic sustinances)
gold(money)
acsessory (ring, broach, necklase, ect.)

all of which there will be many diffrent kinds of
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Dragonwarrior333
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Post by Dragonwarrior333 »

Sounds promising, I am guessing you are using X lib.

This game will probably have awesome graphics :lol: :lol: :lol:

I am also curious as to how you are going to randomly generate levels. Is there going to be boundries, how will you map the random tiles ( unless they are only a one tile image eg. A two tiled wall to make more realistic)

Any ideas of classes or are you still thinking of them.

Ps: Have you thought of a name maybe like necrouge (necro + rouge)? :wink:
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kalan_vod
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Post by kalan_vod »

I can't wait till I see a SS and some code, I am also very interested how you will randomly generate levels. You say compressed, will this greatly effect the level loads or have you optimized it well enough?
P.S. These graphics will be :insane: .
necro
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Post by necro »

ok, I suppose simple is great...kinda...maybe...eh...again, the graphics will be Black=wall, Door=shop, stairs=up down...ect. No fancy floor tiles, no trees, animation, ect. I am working on graphics like that for another game though...

Random levels are made by randomly chosing a number, each of which corrosponds to a pre made "rooms" (including towns) and those are then stored on a grid. As you move, the grid is updated to reflect your location and the outsides of the grids are replaced by new random ones. It also remembers above you and below you a level. The level you are on is loaded based opun its number, and then the corrosponding map is decompressed a loaded from a seprate program file.

example "over map"
-- -- -- -- -- |-- 11 01 03 --| -- -- -- -- --|
-- -- 05 -- -- |06 11 03 07 05| -- -- 09 -- --|
-- 04 03 02 -- |01 06 00 08 10| -- 05 06 03 --|
-- -- 09 -- -- |02 04 10 07 05| -- -- 00 -- --|
-- -- -- -- -- |-- 06 03 01 --| -- -- -- -- --|
-above -current -below
Last edited by necro on Sat 15 Oct, 2005 5:27 pm, edited 1 time in total.
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dysfunction
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Post by dysfunction »

Angband? Does this have anything to do with the Silmarillion?
Image


"You're very clever, young man, but it's turtles all the way down!"
necro
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Post by necro »

this is not tolkien related, however that game is...may morgoth find you tasty :wink:
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Post by necro »

yay! bugs fixed and the menu system added, simplist store system added. There will be 5 stores I think, selling the things listed, general store(food,select scrolls and potions that are utilitarian) magic store(rings/amulets,select scrolls and potions,wands for spell users and priests) smithy(armor,melee weapons,and rings for warriors) fletcher(amo,bows,select rings potion and armors suited for archers)...
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Post by Kozak »

Can you make a screenshot?
"They say that sea was created by a man named Maarten Zwartbol, a long time ago...." - Duck, an old Corbin version
necro
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Post by necro »

could, but it is currently ascii for the sake of preventing ram clears destroying my progress...
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Post by necro »

Well, if you are wondering how it looks, here is the first room (room 0, only on level 0...and prevents you from going beyond as it lacks any up stair cases)

Image
the rooms are all 6/6 BTW, and for a very good reasons...

also, I have finished my list of commands and am programming each command...some might not happen
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Post by necro »

Soory, I meant graph link can't do it...
http://education.ti.com/us/product/acce ... tware.html
yeah, for f-ing macs only that feature is
Last edited by necro on Sat 15 Oct, 2005 10:07 pm, edited 1 time in total.
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kalan_vod
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Post by kalan_vod »

necro wrote:Not dead, just having some problems...if any one would be so kind as to make a on basic program compiler for pc (so I could actualy type my programs) it would be much appriated and be a huge help.
Have you tried graphlink?
DarkAuron
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Post by DarkAuron »

Use TI GraphLink
[Gridwars Score] - E: 1860037 M: 716641 H: 261194
necro
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Post by necro »

so, does any one know where I could find out about the tolkiens/characters in basic programs? I know you can write asm programs that generate basic programs...so, perhaps...
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Post by KevinJB »

'tolkiens'? And here I thought you did this on purpose.

The easiest way would be to write an asm program that takes ans as input. Twould be easy as pie. Fine, I'll even post the asm code for you!

Ans = 0 - 255; may make wierdness sometimes....

Code: Select all

;Standard Header & Footer, Me == Lazy

b_call(_rclans)
b_call(_convop1)
b_call(_putc)
Should work right guys? I didn't test it :P. So... yeah.

EDIT: Silly me, that should be putmap not putc. Later I'll do the hex... And this puts out ASCII characters and increases the cursor, so you know.

This looks awesome necro, I really hope you finish this. It's an awesome game idea. Perhaps a BASIC Builder App, and then it could be massive :)?

EDIT:

D'uh! You probably want two byte tokens. Just ignore me, k?
09 F9 11 02 9D 74 E3 5B D8 41 56 C5 63 56 88 C0
KevinJB | RevSoft
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