Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - Harlander

Pages: [1]
1
Creative Projects / New Curses Game Idea
« on: October 26, 2005, 12:05:00 pm »
I've been playing Urban Dead and watching zombie films a lot lately, and I've been not so much struck as lightly prodded by the urge to create a zombie-survival type game. So I'm here to ask for any tips or ideas.

I'm thinking of using Python for the game. I'd been working on a vague idea of a multiplayer Roguelike version of Neverwinter Nights implemented in Python, but I ran out of steam on  that, so I've decided to go for something a little less impossibly ambitious.

Here's a few topics I'm grasping with my cold, unliving hands for info on:

  • Line of Sight code. I made a valiant effort at converting a nice looking recursive shadowcasting algorithm to Python, but in the end it defeated me with a quick nested function call to the jaw, and that was that.
  • Map generation - I'm thinking of setting the game in a town, maybe with a small wilderness area about it, possibly with a view of expanding it to multiple towns and cities. I'm thinking a grid layout, as used in some US cities, as well as UK cities like Middlesbrough, would make things easier to begin with (as well as providing the nice ironic.. uh.. ironicness of humanity's attempt to impose order collapsing into chaos)
  • Anything else you can think of

So, yeah, if you've got any ideas, hints or tips, feel free to send 'em my way.


2
DF General Discussion / Props and weirdnesses
« on: August 11, 2006, 11:32:00 am »
First off, let me get my congratulations out of the way: even at this stage, Dwarf Fortress is unutterably awesome and much more compelling than anything has a real right to be. Also, good job on getting new versions out so fast..

OK, now to a couple of weird things I noticed that seem bug-like. These were in the first released version, so they might be fixed now, but I'm just waiting on world generation at the moment, so, here they are:

Roads - when an area is designated for a road, there doesn't seem to be any way of getting at the build order. I had a road become suspended due to 'object in construction area' or some similar message, and I could never start it again.

Corruption or something - after abandoning a fortress, subsequent attempts to start a new game of any type fail with an error along the lines of "inflate error -3".

OK, that's all for now, I've got to start a new fortress..


3
Slaves to Armok: God of Blood / New Creature Modification
« on: July 22, 2003, 06:15:00 pm »
The fleshballs.

You've seen them. You've probably slashed them with a pointy armament of some description.

I propose a change to the fleshy spheres of not very much doom, in fact I've been working on it in the editors. (You can't add tissues, it seems, since it causes a crash)

I'm going to give the fleshballs a brain.

Not just any kind of brain here though, but one capable of much... good... brain... things.

This would compensate for their non-existant physical stats.

They'd move by teleportation, and psychic levitation. Teleportation's in already, so yay.

In later versions of 'Armok, I hope to give them tentacles to dangle ominously beneath their psychically floating form as they float about in search of sustenance...

Perhaps they could be possessors or something... ooh yeah...

Anyway, all that lies far in the distant future. For now I'm just giving them brains and immense mental capabilities.


4
Slaves to Armok: God of Blood / Documentation! the Musical
« on: July 22, 2002, 10:10:00 am »
Do you have anything that approaches the status of documentation on this new version? Even some basic stuff - for example, I can't start a new universe, as the program crashes on selecting the "create your character" option.

The editors look impressive (if a little disturbing  :p) and if I can't get a creature out of them at some point, my name's not Jim Bob Seth McSmith.. which it.. uh.. isn't.


5
Slaves to Armok: God of Blood / Sharing the World and all that jazz
« on: July 15, 2001, 04:36:00 pm »
Is it likely that Armok will store the worlds in such a way that they could be swapped between computers?

If it is true, it could be really cool to have a thing like Hearse for Nethack, (which exchanges bones files between players). Also, perhaps having one world that people play in one at a time, changing and adding to it like a complicated piece of interactive fiction.

When the game moves further along, will there be ways of getting statistics on things? Like, the numbers of people in a town/civilization/continent, or the numbers of species and their relative populations, and such?


6
Slaves to Armok: God of Blood / 3D monsters
« on: July 08, 2001, 12:12:00 pm »
If you do use 3D models for the entities in the game, will you use a single model to represent a certain type of monster, or will you have a set of smaller models representing different types of limbs, heads, etc. to put together to create an image of the particular body shape of the creature?

7
Hi folks.

One thing I've been itching to ask for a while is about the game interface. What plans exist for it?

Also, the maps in-game. Would it be possible for them to only display areas you've seen, or own a map of? (And then you could end up buying less accurate maps to save a few coins, and the map conveniently leaves out the huge orc camp, the swamp with the grabbing tentacles, the sheer 90,000 metre drop, etc..)

Talking of maps, some civilizations or even individual cities might have groups of people specifically chosen by the ruling body for a certain task:
official map makers, official architects, official civil engineering teams, artificiers who are by appointment to the ruling body, a state-sponsored group of healers, etc...

Anyway, the 'ruler-approved' stuff could be of higher quality than your average junk (but they'd probably cost extra)

Could a civilization be, for example, a democracy, or a commune with equal division of labour?

Um...

Well, that's it for now.


Pages: [1]