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Topics - qwertyuiopas

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16
This is actually slightly based off an idea I had for a PC game...

Basically, there are a few characters, and they can do practically anything. The overall goal(and part of this that came from the game idea) is to start a successfull guild/clan/whatever, basically a group of people that often do things for paying customers(sort of like a ffta/ffta2 clan, but the focus being on overall accomplishment rather than building a game around the hero).

Players can join any time there is an applicant, and the overall goal is to do whatever you feel like. However, I intend, though player actions could change it, for the goal to be generally along the lines of establishing a presence and self-improvement. That includes things ike gaining popularity, or researching magic, or anything else you or I can think of.

It will start off slow, but later on a turn may be an in-game week or something, to prevent it from getting too boring if it starts to take too long for simple things.

‼~~~~~~~~~~‼~~~~~~~~~~‼~~~~~~~~~~‼~~~~~~~~~~‼



You are one of five friends who recently decided to go out into the world and actually accomplish something. After months of travel towards the capital of the known world, you unanimously stop, merely 38% of the way there. It is just taking too long, and you couldn't really accomplish anything there anyway, at least not without a reputation to build on.

So, you construct a very small building, and set out to make a presence for yourselves. There is a small village a day to the east by foot, and mountains two days to the south. You are in a lightly wooded forest.

What is your name?

‼~~~~~~~~~~‼~~~~~~~~~~‼~~~~~~~~~~‼~~~~~~~~~~‼

In-character knowledge:
Magic exists, and anyone can use it, but it takes decades of training and you must show great talent for one of the main academies to let you in. Nonetheless, some people try to learn it on their own. This often fails, sometimes catastrophically, but occasionally succeeds. Sometimes, one such person may even discover, by accident, a previously unexplored branch of magic, and other times two or more have joined together and started their own guild, though they can't do very much compared to a properly educated mage.
Another occupation often only found in officiial students, although sometimes atempted by trial and error is alchemy. In fact, almost every major skill-based trade has organized into a guild of some sort or other, and few have the time to educate students wiith less potential. All of them have imitatators who couldn't get in but tried to learn on their own. Often, one could become practiced enough to be allowed in for true education.

‼~~~~~~~~~~‼~~~~~~~~~~‼~~~~~~~~~~‼~~~~~~~~~~‼

Your characters have no particular skill in anything(except walking, I guess?) although you can give them an intrest in anything (no actual bonus, but it indicates a possible goal)

Your character needs a name, even if it's your forum name. NPCs will just assume it's something normal, so don't bother trying to come up with something if you don't feel like it.

If you really wanted to, you could go off and play this like DF adventure mode, or turn it into a RTS, but to start, it's the described situation.

17
Forum Games and Roleplaying / Tacticus?
« on: February 16, 2010, 05:28:13 pm »
(I already have a few games going that I can't just let die yet, so I really shouldn't be starting another...)

Hello, and thanks for coming. I assume you recieved the solid platinum tablet inscribed with an invitation? Regardless, I greatly appreciate your coming. Please sit down at the table, you can have your haulers deposit your rule collection in a quantum pile down the hall.

After the disturbing discovery of tacticus by the common masses just a few scant years ago, the number of rulebooks has undergon a catsplosion of growth! And most of them are't worth the inferior stone they are engraved upon! Since it has been so long since I have had a decent game without someone pulling out one of the thousands of variations on "Longcat kills everything!!11!" (ugh), I have invited you here for a real game.

Since the quality of rulesets ranges so much, I have come to the conclusion that the only way to have a good game is to limit the rules that can be brought in.

Thus, to add a rulebook from your collection, it will first have to be accepted by at least half of the other players, and you will have to describe the whole rule, not just state what it enables you to do. If you can't find a rulebook with an appropriate rule, we could create a temporary one, if anyone had a half-decent idea for a new ruleset. However, no meta-rules. Those have ruined countless games, and evan having a vote will not keep them out entirely.

Code: [Select]
++++++++++++
++O++++++O++
++++++++++++
++++++++++++
++++++++++++
++++++++++++
++O++++++O++
++++++++++++



We shall start with a standard 8x12 room of smoothed granite, and four gold pillars.

Also, it would be nice if you could explicitly state colourations, as I will be painting the bord occasionally, and you wouldn't want an ugly white gap where your pieces could be.

18
Forum Games and Roleplaying / {Pre-game-start discussions} Undead Universe
« on: February 06, 2010, 12:29:03 pm »
Well, I had an idea for a game while I was reading the last two hundred or so posts of Monster Defence (A few pages at 50 posts per page, but as not everybody calls 50 posts a page...).

It would be a similar game, but in theme only.

My idea for the backstory is something along the lines of the universe running out of energy slowly, but a few teams of scientists tried to find ways to counter it. An early effort found a way to store people in quantum crystal matrixes, to be restored later, and it was used so that civilization may be revived later, once the energy issues had been solved, or not have to watch the universe die. Many hundreds of years later or so, one team (The players) had managed to discover a design based on a singularity composed of some purely artificial matter that slowly produces energy at no cost (perpetual energy), though slowly, and the production of that matter requires massive quantities of energy. Hundreds of years later (No such thing as death by old age, having been eliminated long ago), they finally have enough to create a reactor with net energy gain and no running cost. However, during that time, another team had tried to make a way for people to no longer require an external source of energy to survive. It worked well enough that they all used it, but after a few years, it was starting to cause in imbalance in their brains, making them practically zombies. Somehow, they manage to get involved, probably accidentally, in a project to make temporal clones and then decouple the timeline, basically duplicating the object. Some generic reason should prevent it from being usable, or maybe just less useful than the protagonist's. And it should somehow be unhealthy to use on almost anything, but the zombies are relatively unharmed.

The game would take place on an isometric map centered around the prototype reactor, and the game should take place in two playstyles, one where time passes slowly, turn-based, during combat, and another, non-combat, where time passes much faster.

The point of the game would be survival while protecting the reactor. Maybe even building a second, though that would be a very long term goal.

The backstory ensures a potentially unlimited source of zombies, and a method of inserting players mid-game.

Some other technology might be some sort of resource processors that can strip useful materials from rubble, zombies, and anything else, but either inefficiently or slowly.

There is guarenteed to be a large loss of technological competency, that can be recovered somehow. Maybe an early, unexpected, attack corrupted the knowledge database, and by that date the scientists had a robotic manufacturer produce anything they needed. That manufacturer would probably make a good secondary critical structure, that the game would be lost without. MAybe not, though. I'm thinking that both critical structures should be repairable with spare parts and knowledge, neither of those available initially, but easily accuired at the cost of time that could have gone into other developments.

The overall goal of the game would be to present open-ended strategic gameplay merged with a more tactical resource management mode. That way, maybe some players will like one part, others would like the other, so some characters may not even fight, and others might only fight (Others would do both, I guess).


This will not be an RTD, especially since I already have an RTD, and I will get around to updating it *eventually*.

Edit: Forgot to add, for now this is just discussing it, and considering the idea before I actually start it.

19
General Discussion / Things that made you MILDLY ANNOYED today.
« on: January 17, 2010, 10:30:50 pm »
For all your slight anger commentary.

I had been meaning to start this since the first ANGRY one derailed into beinng locked, and the recent one was started and locked as well.


If I ever see this get too far into senseless rage, I will temporarily lock it, probably for a day or two. If that is not enough, it will become another permanently locked rage pit.


So: Keep it civil, or else. As civil as possible.

If it gets bad, I may lock it when I leave my computer, just so that Toady One isn't bothered by the eventual contents.

20
Other Games / Erepublik
« on: January 12, 2010, 08:07:15 am »
Does anyone still play?

(I started a new thread for it since the old one is best described as a megathread, exactly what will *not* draw new readers)

21
Since so many people changed their avatars for christmas, why not record them for future years? Almost like a time capsule, it could be revived in time for next year bringing up all the fond memories.

Also posting what it is now, since that too will change, is optional but not discouraged.



Me:

From:       To:


(It doesn't look much diffrent from before the holidays, but in a fond memory of the hat's shading, I started reshading the whole thing to add greater contrast to the dark side. And some very minor reshaping)

22
Life Advice / What is the best way to learn to write music?
« on: December 29, 2009, 04:11:15 pm »
I have a slowly growing selection of computer programs, but don't really know how to start making something that sounds even 10% decent.

I am not requesting people to be creative for me, but some advice on where to start would be immensely helpful.

23
Forum Games and Roleplaying / An as-of-yet unnamed community TBS
« on: December 26, 2009, 06:36:59 pm »
Even I don't know much about mechanics, though I am, as of this word, deciding that each turn will be a half-day(so day1, night1, etc) and it will not, at least yet, be heavily action-oriented.

The general feeling, for now, will be relaxed city bulding.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Okay, where are we?




Well, that's not very helpful. Lets look closer, at the non-? square.




Hmm, still too far out? Once again, we focus on the one blank space.




Finally, some detail!
But still not enough. Zooming in again...




Great!

Now we must decide where to settle.

(The coordinates are a to d for the rows, and the columns are 1 to 4)
(The map heiarchy is
Overworld
Large
Middle
Small
Micro (unseen, but splits each Small square into 16, just like all of the other layers)
Local: The insides of buildings, mostly. Will probably use an 8x8 grid or 16x16)


Once a tile has been chosen, I'll create another map, and we can start building.

To refer to a specific tile on any map, you can give absolute coordinates, starting at the Overworld level (Current:B2-A2-C3-??) or prefix the level(O-B2-A2-C3-??, L-A2-C3-??, M-C3-??, or S-?? refer to the current one) the -?? can be omitted, I am just using it because it is undecided for now.

Any ammount of stuff can be done in each turn, resources permitting (including time, though).

So far, all graphics are MSpainted, and I am adding tile types as I need them.

24
DF Bug Reports / [40d16] Adventure mode input lockup at death
« on: December 08, 2009, 06:47:11 pm »
I, in the intrest of trying to kill everyone in the world, downloaded a fresh copy of 40d16, and generated a 17x17 world, with max 2 years of history.

I started an adventurer, and soon went off to the elves to start the slaughter.

I don't know what caused it, but none of the keys work anymore, and clicking the close button doesn't close. Not even the help button works, and it is supposed to work everywhere except the help-spam screen, if I remember last time I looked at it.

Edit: forgot to mention: The post-death "realtime" part was working fine, by the elf archer druid standing over my corpse, the only issue was that no input, keyboard or mouse, was getting any response from DF.

Edit again: Happened twice more. Both of these with the same character, since I had retired after a kill to check the legends.

25
So I wrote a simple program that pould take a random line for a text file, and write it, but anything within square brackets would be treated as a filename to recurse into. Basically, a simple text substitution system that used a random line from the target file.
Then adding 256 text storage things, some rewriting to output to strings rather than directly, and then other stuff...

Well, I want to share it with the forum, but it isn't good enough for a place of it's own.

So here it is:
Spoiler (click to show/hide)
(Edit: added some libraries and changed the poor quality srand() mechanism that uses a file to save the last rand() into one that uses time(). The only error with -Wall is about getch(), but I don't know where getch() is implemented...)


This is the place for anyone else to share small programs that aren't really notably good at anything.

26
Forum Games and Roleplaying / Game for programmers: Pseudocode chaos
« on: November 28, 2009, 01:20:17 pm »
Okay, there is how this works:

You must post legal C code, in such a way that if I were to stick it all in one file, with appropriate function prototypes so that order doesn't matter, the only errors it gets is linker errors for undefined functions. What that means, is use legal C syntax, and throw in descriptively-named functions wherever you don't feel like writing the details.

In theory, what we will end up with, once all of the placeholder functions are written, is the most unexpected mass of feature-creep that is still barely able to compile.

Example: I define
Code: [Select]
int main(int argc,char *argv[])
{
    doStartup(argc,argv);
    while(keepRunning())
    {
        loopCode();
    }
    doEndStuff();
}
Then someone else starts adding to it, with
Code: [Select]
void loopCode()
{
    log_text("Ohai\n");
    calculate_physics(&player);
    create_enemies();
    do_input_stuff();
    draw_it_all();
}

Then as paeople go along, the end result is a crazy collection of diffrent styles, intentions and other stuff that makes countless memeory leaks, the occasional core dump, and a great example of what NOT to do.

Finally, with common consent, earlier code may be edited for any reason.

Okay, lets start.

We must decide between win32, console, or other, as it will greatly impact the potential features.

Only limit is that it must be commnly available C, and as a bare minimum, compiled on windows with MinGW and less than 10 MB of external library downloads(If everybody agrees, any of these limits may be negated, or new ones added).

27
Creative Projects / Psycle as a tracker
« on: November 20, 2009, 10:25:31 pm »
Well, I have always(at least since last week) been interested in making music.

I have had a few programs for that on my computer for a while, rarely used, and then it was just being poked at with no real intention to make anything.

Today, I made 2.5 litres of tea, and put 2 of them into an old empty 2L bottle. About halfway down, I realized that it could be a decent instrument, and at the same time realized that I had a microphone on my headphones.

So, while the rest of my family watched a movie, I drank it down to be roughly in tune with some octave of C, and recorded countless noises produced by flicking it, during pauses in the movie. After cutting out a few clearer notes and slightly adjusting them(a proper fade over the last moment, to prevent needless popping sounds, removal of leading silence), I had four sound clips that weren't as great as I hoped they would be.


But then I played them up a few octaves, and got a nice popping sound.

Quite a while of minor chaotic rhythm experimentation, and I realized that for once, I could possibly make something.
But I needed something good for an actual tone, and blowing across the (now empty) bottle wasn't a clear or consistant sound. Then I found an old copper tube. Again, the sound wasn't perfect, but this time it was decent. Especially down an octave.


So, I have a nearly but not quite worthless little piece of musical junk, but a great potential ahead.


Also, psycle can do much more than just basic sample-based composition, but none of the advanced effects are saved when saved as a .xm, and I would prefer to use that in the future, if even for no other reason than it is smaller than .wav, and I don't have to bother taking the time to convert it to a better format such as an ogg or mp3, simply because it requires an external program.


Now, after all those meaningless words, here is some worthless sound. If you really wanted, you could use the samples, I don't mind if you do, especially since they are low quality compared to the ones you can get practically anywhere on the internet.

28
I was sort of inspired by all of the success around here that I decided to make my own game as well. It will be heavily inspired by Metroid, especially the two GBA ones.

Here is the current font, once I add numbers, it should be good enough for now. Anyone can use it, in any way, except to claim it as their own.


Other than that, I have some fairly decent image manipulation functions, that gives enough that it can be used for a tile based game.

29
Other Games / Very difficult skill games
« on: October 31, 2009, 12:48:44 pm »
I know they exist, and the world is a worse place because of them.

Two that I know of are Fractal Fighter, a bullet-hell shump, at least IMHO(Seen level 10? It's IMPOSSIBLE, and you are only fighting ONE enemy, with the same weapons as all the previous ones!), and greg can jump(Try the hard levels. Once again, IMPOSSIBLE. Then, when you finally beat them, try again without dying)

What other games are there that are or get nearly impossible, but rely on the player's skill, not upgrades or knowledge of glitches or use of an emulator to win?

30
Idea: Fractional modifiers of the form n/6, where a d6 is rolled and if it is less than or equal to n, you get a +1, otherwise a +0. So an advanced but not perfected skill would be +1+(4/6) rather than using integer jumps of +1 then a long time later +2, or purely statistical advantages to fill the gap.

Next, onto the actual game.

~~~~~~~~~~~~~~~~~~~~~~~~~~

Teleporter malfunction:
-Memory regeneration module damaged.
-Damage unrepairable.
Disregarding Error: Priority transit.
...
...
Transfer complete.
...
Warning: Unable to materialize load:
-Too large.
-Commencing temporal dispersal planning
--Success. Will release each cargo as the previous has exited the regeneration chamber.
...
...
...
~~~~~~~
(You are one of the people being delivered. Due to rematerialization issues, you have no memory of why you are here, or any more than the most basic skills. However, some abilities may restore with time. Abilities in this sense means skills like computer programming. The teleporter's rematerializer is unable to bring in more than one player per turn, though the waiting list is potentially infinite. I just throw an error in when I feel too many people are playing, and the teleporter automatically will shut down, but it has saved the matter patterns in protected storage, so that nothing short of a nuke will damage the patterns. A fusion nuke. With a bit of godnium thrown in to boost the power. OOC explaination: The teleporter will shut down when I feel like it, but nobody on the waiting list will be lost because of it)

Edit: Should post signup info: NOTHING, except a will to play! You can make up your name and reveal it once you play.

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