What do I think about dungeon and dungeons for Fallen?
What type of dungeon I found interesting?
When I need to come to any sort of decision, that founds difficult to set up a goal, I usually use "negative" method.
It means, if I want to know what means the best dungeon, I have to find out, what do I think the worst dungeon.
So, lets think, what I don't want to see in Fallen dungeons.
a. Monsters is the only thing you meet there. That's wrong. Dungeons should have traps, treasures and puzzles. Some dungeons could be monsters free, but still active and interesting.
b. This room is all dungeon. Until we make some sort of tomb or house basement, dungeon should be big.
c. We assure you, exit is where you enter. You enter dungeon, explore, fight monster, collect bounties and treasures, evade traps and then leave it, where you entered the dungeon. There is no other option. I don't like. There should be possibility to finde other dungeon, other place, town, hallway etc and find yourself in completely other place or leave where you entered. It is up to you. It shouldn't be 100% option, we can have simple dungeons, but they shouldn't be the majority of them.
d. Dungeon is dungeon, it is the law. But why? If I want to have underground city or forest, or lake, or everything.
e. The deeper you go, the more dangerous it became. Okay, it sounds logical, but seriously, if it if dragons lair, it would be deadly from the very beginning, and why goblins should put weakest members of there society near the entrance, maybe they should put there guard post?
Nov 30, 2013
Nov 22, 2013
a bit of surprise
Yes, we did it!
It isn't finished, tileset not fulfilled yet.
We would have new creatures, but...
Here it is, new interface, tiles layout, tileset and draw methods. Enjoy this small preview. =)
(All ASCII symbols would be replaced by graphical tiles. =)
It isn't finished, tileset not fulfilled yet.
We would have new creatures, but...
Here it is, new interface, tiles layout, tileset and draw methods. Enjoy this small preview. =)
(All ASCII symbols would be replaced by graphical tiles. =)
Corridor Dragon
It is well renown combat style! It helps player to destroy waves and waves of monster!
You have found big vault? Group of goblins? Don't panic! Just rush into nearest corridor and kill them one by one! They wouldn't be able to reach you with missiles and summons!
The question is -- why most of roguelikes have one tile corridors between areas (rooms etc)?
Answer is simple! Remember size of classic console window, it is tiny for modern times.
Also, one level of dungeon = one screen.
If we make good corridors and halls, they would eat up all free space!
One tile corridors is obsolete way to create game. It gives possibility of nearly uncontrollable scamming (DCSS has smite spell, but it is not a skeleton key for corridor dragon style).
It was in the past or games based on old games, like DC, but why new games has it?
Okay, I can understand one tile doors, but don't think it is good for gameplay, but corridors? Why?
Well. Doubtlessly, it is of this "please die" old features of ancient times. =)
PS
And I don't say that one tile corridors don't have right to exist! In some special occasions, like small shaft or secret passage, they would be exactly on their place. Anything we want to show as really small and narrow, but not every corridor in the game.
You have found big vault? Group of goblins? Don't panic! Just rush into nearest corridor and kill them one by one! They wouldn't be able to reach you with missiles and summons!
The question is -- why most of roguelikes have one tile corridors between areas (rooms etc)?
Answer is simple! Remember size of classic console window, it is tiny for modern times.
Also, one level of dungeon = one screen.
If we make good corridors and halls, they would eat up all free space!
One tile corridors is obsolete way to create game. It gives possibility of nearly uncontrollable scamming (DCSS has smite spell, but it is not a skeleton key for corridor dragon style).
It was in the past or games based on old games, like DC, but why new games has it?
Okay, I can understand one tile doors, but don't think it is good for gameplay, but corridors? Why?
Well. Doubtlessly, it is of this "please die" old features of ancient times. =)
PS
And I don't say that one tile corridors don't have right to exist! In some special occasions, like small shaft or secret passage, they would be exactly on their place. Anything we want to show as really small and narrow, but not every corridor in the game.
Nov 21, 2013
Action!
I decided to separate blog posts about roguelike dev and Fallen progress.
This one is about Fallen!
We are still working on surprise. There was enough premature decisions, so I want to keep it simple and interesting. This is my law now.
Also, now I have a break from hidden stuff and pass the baton to GoodSir, so I can continued work on Actions!
I have finished interface, that allows you to see what do creature or your avatar doing right now.
Also, it show what effects and conditions affects creature.
The fun is, I keep it simple, I didn't add new structure that affects creatures. All this cool effects using turn action routines, like move and fight. It is flexible enough to have states like "fly from strong kick", "get a attribute gain/loss" and so on.
Right now I am coding wrapper then will provide with easy interface to work with low level "turn actions routines".
When I will finish, actions like "Horrible battle cry -20 attack to every enemy for N turns", "bleeding strike - hp/turn", "Iron skin +2*level armor" or "bush fly in %direction%" could be done with flying colors.
This one is about Fallen!
We are still working on surprise. There was enough premature decisions, so I want to keep it simple and interesting. This is my law now.
Also, now I have a break from hidden stuff and pass the baton to GoodSir, so I can continued work on Actions!
I have finished interface, that allows you to see what do creature or your avatar doing right now.
Also, it show what effects and conditions affects creature.
The fun is, I keep it simple, I didn't add new structure that affects creatures. All this cool effects using turn action routines, like move and fight. It is flexible enough to have states like "fly from strong kick", "get a attribute gain/loss" and so on.
Right now I am coding wrapper then will provide with easy interface to work with low level "turn actions routines".
When I will finish, actions like "Horrible battle cry -20 attack to every enemy for N turns", "bleeding strike - hp/turn", "Iron skin +2*level armor" or "bush fly in %direction%" could be done with flying colors.
ASCII
What do you think about ASCII.
Do Roguelike means ASCII?
You said yes, but why? Seriously. Just think about it.
Why ASCII means to be roguelike main feature?
Heh, it looks like I understand.
The same situation happens with other aspects of roguelikes and nearly everything in life.
For example, lets say, that Roguelike development is religion.
We have the main idea, name it teaching. What make roguelike so addictive.
Make you to assault dungeons, fight monsters. That's why they eats up hours of your time and you don't regret it.
What is "Te@ching of Roguelike"?
It is procedural generation, jiggling all game world up side down.
It is lot of random action in gameplay.
Depth and tons of simple details, fast gameplay, that takes hours to master.
You can see, they are really few.
This is roguelike.
But, there is other side of the coin, that doesn't make roguelike, but absurdly meant to do so!
The sacrament rituals of roguelike.
Some of them had settled here, because TheMaster Rogue did so.
Without understanding why this feature was there!
We can see a lot games, that has all roguelike "features", read game presents us heap of ridiculous combinations of obsolete rogdev traditions, dirty hacks in a uncontrollable boring mix. (I knew it, it was reason of Fallen1 downfall. =) )
Lets check a couple of this rogue dev traps:
Food clock. You say -- "but roguelike have to have it!". Hey, hey! Why?
Because food clock exists in all Great Roguelikes of Old Times!
Okay, but some of them, like ADOM, would really win, if food clock would vanish from them or reworked greatly.
And for rogue or DCSS. Food clock is limitation, gameplay press, that makes player to move forward and not to grind.
And I think -- not the best one.
Food clock could be really annoying part of game play if you add it, just because every roguelike should have it.
Next, but not the last sacrament rituals is our topic, ASCII.
Ask anyone, what means Roguelike and one of 3-5 answers would be "this ugly ASCII".
But before trying to put me on pyre for heresy, ask youself -- why ASCII even came to roguelikes?
Answer is simple, it was the easiest possible way to create UI for indy game.
It would take minimal code/hours investments and reasonable quality for terminals of old times.
The joke is that right now, create console window simulation on modern computers as hard as create fully graphical interface.
But the second one is really more flexible and useful.
Right now, ASCII in roguelikes is sacrament tradition, that should die long ago, but still on board.
Why? Well. people love traditions and ritual, even if it put real idea aside.
Do Roguelike means ASCII?
You said yes, but why? Seriously. Just think about it.
Why ASCII means to be roguelike main feature?
Heh, it looks like I understand.
The same situation happens with other aspects of roguelikes and nearly everything in life.
For example, lets say, that Roguelike development is religion.
We have the main idea, name it teaching. What make roguelike so addictive.
Make you to assault dungeons, fight monsters. That's why they eats up hours of your time and you don't regret it.
What is "Te@ching of Roguelike"?
It is procedural generation, jiggling all game world up side down.
It is lot of random action in gameplay.
Depth and tons of simple details, fast gameplay, that takes hours to master.
You can see, they are really few.
This is roguelike.
But, there is other side of the coin, that doesn't make roguelike, but absurdly meant to do so!
The sacrament rituals of roguelike.
Some of them had settled here, because The
Without understanding why this feature was there!
We can see a lot games, that has all roguelike "features", read game presents us heap of ridiculous combinations of obsolete rogdev traditions, dirty hacks in a uncontrollable boring mix. (I knew it, it was reason of Fallen1 downfall. =) )
Lets check a couple of this rogue dev traps:
Food clock. You say -- "but roguelike have to have it!". Hey, hey! Why?
Because food clock exists in all Great Roguelikes of Old Times!
Okay, but some of them, like ADOM, would really win, if food clock would vanish from them or reworked greatly.
And for rogue or DCSS. Food clock is limitation, gameplay press, that makes player to move forward and not to grind.
And I think -- not the best one.
Food clock could be really annoying part of game play if you add it, just because every roguelike should have it.
Next, but not the last sacrament rituals is our topic, ASCII.
Ask anyone, what means Roguelike and one of 3-5 answers would be "this ugly ASCII".
But before trying to put me on pyre for heresy, ask youself -- why ASCII even came to roguelikes?
Answer is simple, it was the easiest possible way to create UI for indy game.
It would take minimal code/hours investments and reasonable quality for terminals of old times.
The joke is that right now, create console window simulation on modern computers as hard as create fully graphical interface.
But the second one is really more flexible and useful.
Right now, ASCII in roguelikes is sacrament tradition, that should die long ago, but still on board.
Why? Well. people love traditions and ritual, even if it put real idea aside.
Nov 20, 2013
Couple of nasty bugs have been cleared, halve dozen of issues fixed.
Debug interface now turned to something you will see in final game.
But the most important, we have big surprise for our future players!
I am not completely sure when I'll finish this, tomorrow or at weekend.
EDIT: Also, I implemented interesting, perk- based leveling system for creatures. It isn't something new, you can see in different games, but it really cool system!
For example, I don't juggle with stats of, for example, giant roach.
All creatures are the same from the start. I just gave it three perks.
Hard as nail (+ good hit points bonus per level), Carapace(armor per levl + static bonus), Clumsy (- to hit) and set it level to 3.
It make this beast rather interesting and dangerous for low level, badly equiped character.
Because it got about 30 hit points and 12 armor. At the good side, it has only 65% basic to hit chance!
---
Yes, my vacations is over and I have less spare time and the most important, brain power to work on Fallen.
Heh, I really love coding computer games.
I really feel anticipation for this, but I am not sure, that I can become full time indie roguelike developer.
Simply, because I have to eat and pay bills. This life is funny I have to spent 10-12 hours per day on something I really don't like, even hate from time to time, to have couple hours, dead tired on something I like.
From other hand it makes me so happy and I feel such an urge to work, every time I work on Fallen.
Well. It is critical difficult personal decision. Mostly finance, of course. Maybe I'll write something about it later.
Debug interface now turned to something you will see in final game.
But the most important, we have big surprise for our future players!
I am not completely sure when I'll finish this, tomorrow or at weekend.
EDIT: Also, I implemented interesting, perk- based leveling system for creatures. It isn't something new, you can see in different games, but it really cool system!
For example, I don't juggle with stats of, for example, giant roach.
All creatures are the same from the start. I just gave it three perks.
Hard as nail (+ good hit points bonus per level), Carapace(armor per levl + static bonus), Clumsy (- to hit) and set it level to 3.
It make this beast rather interesting and dangerous for low level, badly equiped character.
Because it got about 30 hit points and 12 armor. At the good side, it has only 65% basic to hit chance!
---
Yes, my vacations is over and I have less spare time and the most important, brain power to work on Fallen.
Heh, I really love coding computer games.
I really feel anticipation for this, but I am not sure, that I can become full time indie roguelike developer.
Simply, because I have to eat and pay bills. This life is funny I have to spent 10-12 hours per day on something I really don't like, even hate from time to time, to have couple hours, dead tired on something I like.
From other hand it makes me so happy and I feel such an urge to work, every time I work on Fallen.
Well. It is critical difficult personal decision. Mostly finance, of course. Maybe I'll write something about it later.
Nov 16, 2013
Nov 15, 2013
Interface work
Finished buying skills for skill slots, experience, exp for killing foes, level ups.
Then upgraded interface. Game will show context help when you move mouse over subject, like creature, item, button etc
Added automatic "on click" move, so you click o local map and chareacter moves there.
Also, made basics for future animation. I can't imagine way we can make abilities without proper animation.
Plan: make alarm stop of auto move, when foes comes close to game screen.
Then return to skills.
I look forward for 4 skills right now. Axes, polearms, armor and explorer.
Also, game should respect creatures skills, ehen selecting them weapons and armor.
After that, I'll make generated word a bit more interesting. I have plan for chests with treasures and money to collect.
Then upgraded interface. Game will show context help when you move mouse over subject, like creature, item, button etc
Added automatic "on click" move, so you click o local map and chareacter moves there.
Also, made basics for future animation. I can't imagine way we can make abilities without proper animation.
Plan: make alarm stop of auto move, when foes comes close to game screen.
Then return to skills.
I look forward for 4 skills right now. Axes, polearms, armor and explorer.
Also, game should respect creatures skills, ehen selecting them weapons and armor.
After that, I'll make generated word a bit more interesting. I have plan for chests with treasures and money to collect.
Nov 11, 2013
Rogue Dungeon
Can help. but made classic rogue like dungeon generator in underworld.
Underworld waiting for procedurally generated content.
But! Now I am at Character development for 100%!
Underworld waiting for procedurally generated content.
But! Now I am at Character development for 100%!
Nov 10, 2013
Skills, again.
Okay, I have passed skills interface.
Then, I expanded world under the soil and added one lair. It eats up about 250mb. =)
So, you would get your dungeons.
There would be big underground world, you can enter dungeon, find small path and enter big tunnels systems.
Find underground vault, that doesn't has access from surface, towns of antmen etc etc
Potentially, you can stay in Underworld as long as you want.
Wait, wait, wait. At the beginning, it would be just dungeons.
EDIT: Nearly forget. Next step, some basic character development. So, player would have some reason to move around.
Then, I expanded world under the soil and added one lair. It eats up about 250mb. =)
So, you would get your dungeons.
There would be big underground world, you can enter dungeon, find small path and enter big tunnels systems.
Find underground vault, that doesn't has access from surface, towns of antmen etc etc
Potentially, you can stay in Underworld as long as you want.
Wait, wait, wait. At the beginning, it would be just dungeons.
EDIT: Nearly forget. Next step, some basic character development. So, player would have some reason to move around.
Nov 5, 2013
Multithreaded
Moved world generation to another tread. So, loading graphics is the only problem that freezes game at start.
But when this graphics loading and processing became alone, it is no more that troubling at game start.
I have to optimize it. In future, of course. But right now, program start doesn't look that frozen. =)
Also, Multithreading looks to be useful tool. I think, I'll use it fir different heavy calculations, like NPC pathfinding and so on.
But when this graphics loading and processing became alone, it is no more that troubling at game start.
I have to optimize it. In future, of course. But right now, program start doesn't look that frozen. =)
Also, Multithreading looks to be useful tool. I think, I'll use it fir different heavy calculations, like NPC pathfinding and so on.
Nov 4, 2013
Give fallen world a try
Again, new test version for you, who want to try really early version Fallen Rebirth.
Whats new:
* Program clears spawn zones from global maps. I afraid there is small bug with multiple spawn zones on one global map claster,
* game clears killed creature, drops or destroy their items.
* game gives creatures items. Just basic generator, based on slots.
* creatures, that has herd mark would stay in a group, instead of been scattered along all map cluster.
* friendly/foe routines. There is no more friendly melee among NPC. =)
* NPC use specialized melee routines, instead of move routines. Also, creature use melee speed for close combat, instead of move speed. It means, we have slow monsters with fast attacks and visa versa.
* New rat picture.
* Enhanced pathfinding.
* Neutral creatures. Towns inhabitants for now. They would help you in combat.
* Populated global objects. Towns and Evil lairs.
* Pathfinding freeze bug fixed.
* Neutral creatures has their own routines in addition to aggressive combat.
+small changes, like i key for inventory.
Also, give a try to remove/ equip items on NPC. It is not a bug, I left it on purpose to test NPC equipment. It would be used for player followers.
http://rlgclub.ru/forum/download/file.php?id=2109
Whats new:
* Program clears spawn zones from global maps. I afraid there is small bug with multiple spawn zones on one global map claster,
* game clears killed creature, drops or destroy their items.
* game gives creatures items. Just basic generator, based on slots.
* creatures, that has herd mark would stay in a group, instead of been scattered along all map cluster.
* friendly/foe routines. There is no more friendly melee among NPC. =)
* NPC use specialized melee routines, instead of move routines. Also, creature use melee speed for close combat, instead of move speed. It means, we have slow monsters with fast attacks and visa versa.
* New rat picture.
* Enhanced pathfinding.
* Neutral creatures. Towns inhabitants for now. They would help you in combat.
* Populated global objects. Towns and Evil lairs.
* Pathfinding freeze bug fixed.
* Neutral creatures has their own routines in addition to aggressive combat.
+small changes, like i key for inventory.
Also, give a try to remove/ equip items on NPC. It is not a bug, I left it on purpose to test NPC equipment. It would be used for player followers.
http://rlgclub.ru/forum/download/file.php?id=2109
Nov 2, 2013
Gloal map got more details
* Items give stat bonuses.
* Founded object would be reviled on global map.
* Other global maps tweaks.
Nov 1, 2013
It is not the end!
1. all drop, pick up, equip item routines.
2. err. Items itself, of course.
3. inventory. (opened by right click on player or use item).
4. nasty bug with GL window. It will look better now.
5. towns, evil lairs. Empty.
6. Monsters of different speed chasing you.
7. keyboard move. (I'll be adding keyboard control very carefully. Just as must have alternative to mouse).
Hope you enjoy this little teaser. =)
http://rlgclub.ru/forum/download/file.php?id=2101
1. all drop, pick up, equip item routines.
2. err. Items itself, of course.
3. inventory. (opened by right click on player or use item).
4. nasty bug with GL window. It will look better now.
5. towns, evil lairs. Empty.
6. Monsters of different speed chasing you.
7. keyboard move. (I'll be adding keyboard control very carefully. Just as must have alternative to mouse).
Hope you enjoy this little teaser. =)
http://rlgclub.ru/forum/download/file.php?id=2101
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