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.

Messages - Bersu

Pages: [1]
1
Other Games / Re: A Dance with Ice and Fire
« on: May 12, 2014, 04:29:08 pm »
The renderer is an accessory right now. It's completely separate from the game itself and pulls its metadata from extra fields in the JSON files.

Perhaps if I make it more integral it would be easier to identify and render things.

I guess the best method is to experiment, we'll see what happens when I implement the code for entities. Last time I was working on it I was busy with worldgen. The thing needs a lot of optimisations since it requires a monster machine to generate terrain seamlessly. (with its current state at least)

Yeah, I'm excited to see what you come up with :)! Please do tell when you make progress. In the meanwhile I may start coding myself again.

2
Other Games / Re: A Dance with Ice and Fire
« on: May 12, 2014, 06:04:36 am »
The most that can be done is 1 level up and 2 down (and a hidden 3rd below that shows a dot or empty space depending on what's below)

Theoretically, I could do 255 levels by shading pixels accordingly. But the more I draw the less distinctive the levels are and the more confusing the view gets.
This doesn't take into account dynamic lighting either, so the actual range at play here is much less.

Well.. then you are kind of limited in options if you dont figure a way to seperate presentation/rendering from the actual game physics or something. What about making creatures multiple cell only horizontally (x/y axis)? That would mean giants would not really differ from humans, but mammoths and dragons would be larger. That would solve the presentation problem.

Besides that only solution that comes to mind is DF quantum cell.

3
Other Games / Re: A Dance with Ice and Fire
« on: May 11, 2014, 05:20:33 pm »
To be completely honest I'm not entirely sure yet.

The real problem is the renderer, not the representation in memory. It's only an issue of how to represent the tiles when rendered. I mean, a rabbit would take one tile, rendered from the player's point of view it would show up one tile under, so slightly darkened. But standing next to a giant, the renderer will only be able to render the giant's legs. So here I'm not sure, should it draw the giant's symbol and say "giant's feet" in the description if you move to free-look mode, or render a different looking tile entirely?

But what if you would always render the giant completely given they are standing the same level as the player? Just make sure that your renderer z-level range is the same as the tallest creature. Ofcourse flying Dragons is an exception to this and should only be rendered completely if they are in the the rendering z-level range.

Example: Giants, dragons, mammoths are at most 5 cells tall, so make the presentation range in renderer 5z levels. This would also mean that player would always see 5 levels up/down as FOV permits.

Is that feasible?

4
Other Games / Re: A Dance with Ice and Fire
« on: May 11, 2014, 04:15:06 pm »
Okay, I got you. Sounds nice :)

I have a question for you about how are you going to present big NPC's like giants, mammoths and dragons? You said you are going to make entities multiple cells, like humans 2 cells tall and so on. I'm just wondering how are you going to present them in ASCII, are you going to just present the bodyparts wich exist at the current z-level or what? Can you perhaps draw an example for us or even give a video demo?

EDIT: Ah you already pondered on this question previously on the thread:
Quote
That's probably a good idea although it complicates things immensely for the renderer. How am I supposed to render a humanoid player if their body spans two different z-levels in a top-down view? Start at the waist and have the head invisible to the 2D camera? Or start with the head and have the body extend to the secondary layer?

You also mentioned the way DF solves this with "quantum tiles".. Does that mean that all entities are 1 tile big but just with different properties? I know that is the easy way to go about it, but doesnt really do justice to large dragons and mammoths. Giants might just be okay in my opinion. Altough these huge legendary creatures are relatively rare in times of the books, so you could also choose to just drop them and do only humanoids + similar sized creatures. Then again.. its ASOIAF RL and Dragons are Dragons :)

Perhaps multiple cell entities would not be so bad, since with 3D FOV you have to always show multiple z-levels anyway. Just make the default presentation range enough to show all of the mammoth/dragon/giant at once and the problem is solved?

What are your toughts about this now?

5
Other Games / Re: A Dance with Ice and Fire
« on: May 11, 2014, 01:08:06 pm »
Oh, nice! You are much more advanced programmer than I am, sounds very fancy.

I like the sneaking and reputation mechanism, I have had the very same idea about that. Have you planned on making Faceless Man a chosen profession right at the start or should one go to the temple to endure ardurous training to become one?

The point about skills was that if you think about it, being a warrior smith is somewhat unrealistic in ASOIAF lore. Most warriors buy or get their weapons and armor from their masters, so in that respect I think building a character with good smithing AND fighting skills should take a very long time in my opinion. Atleast a legendary smith should not be able to also be a legendary warrior if you want to take things realistically. Of course it is up to you how you want to make the vanilla game and these things should be moddable too?

I also like the multiple ways to learn. In the books I think most of the good warriors usually have high level of training combined with combat experience. There are exceptions to both tough; I think characters like Bronn has very little formal training but just have learned to fight dirty trough experience. Then there is also the highborn knights wich have all the resources and training but poor actual combat ability.

6
Other Games / Re: A Dance with Ice and Fire
« on: May 10, 2014, 06:59:02 pm »
Collapsing the wall would be a feat though. If your machine can handle it that is.

Yeah :D, isnt it quite funny that a simple looking ASCII game might bring modern computers to its knees? Obviously memory space is one thing big time RL's can take up. By the way what language are you conding this in? I have mainly used Python myself, since its very easy to learn, powerful and has libtcod support too. Dont know if Python is as feasible for a big project like this as C++ is..

On another note have you tought about how to make sneaking work? One of the main things I have visioned for this kind of game is playing as a Faceless Man or some other assasin. It would bring re-playability and versatility in a world full of hack and slash action. Then one (or no-one, lol) could just take hitman jobs or make up their own, avoiding direct combat and wreaking havoc. This would be even more meaningful if player could influence the outcome of conflicts and balance of the realm with a well placed arrow, meaning that there would have to be some kind of on-going background action in the realm without direct player input.

Making the engine allow implementing many different playing styles would certainly make the game epic and extremely re-playable. If I remember correctly you tought about making elders scroll kind of skill based system so that player gets better in things he uses and I like the idea. Coupled with feats selected at the beginning like "natural swordsman (Jaime)", "agility of a cat (Bronn/Arya/Syrio)" or "big and strong (Glegane brothers)" the system could give that potential edge to make the player char legendary in the realm, if the player so wants.

Crafting skills are nice for the players who want to make their own stuff, altough warrior smiths are pretty rare in the books and so realistically it should take a long time to develop any skill to good level. Gendry is the only one that comes to mind and he isnt a trained warrior, just strong because of work and heritage. Also implementing a economy system could allow players to play the game to accumulate wealth and hire others to do the fighting for you, like sellswords and assasins. Ofcourse that would be another huge aspect of the game if made well and interesting enough to actually be enjoyable playing option.

7
Other Games / Re: A Dance with Ice and Fire
« on: May 10, 2014, 05:26:24 pm »
This is an article with good toughts on 3D roguelike developement: http://www.roguebasin.com/index.php?title=Third_dimension_in_an_ASCII-based_roguelike#3D_Roguelikes

Have you given tought to the problem point #3 - 3D raycasting/FOV? I havent been coding in a while so cannot really say much, but that is important to think about if you want to implement a realistic FOV style game. In my opinion realistic FOV would suit the idea of your game. After all, ASOIAF realm is cruelly realistic :D.

Other thing to think about is "fog of war" and revealing areas trought exploration/discovery. I would like to see important and well known places like kings landing, winterfell, casterly rock etc modelled as unchanging maps and then it would be necessary to hide places player have not seen (like hidden passages in red keep).

Lastly I want to ask you how massive features have you even tought about implementing? I have visioned a RL game with full blown sieges of castles and building pretty much anything DF style. Is making any structure destroyable even feasible? (collapsing the titan of bravos -structure or the wall, anyone?)  8)

Food for tought, lets keep the discussion running!

8
Other Games / Re: A Dance with Ice and Fire
« on: May 08, 2014, 05:55:24 pm »
I see no one has commented on this for quite a while! What is the status of the project, voodoo?

I have myself dreamed of coding a ASOIAF roguelike, but it seems like you are well ahead and have some very good implementations and ideas! I am just a dabbler at coding and never gotten past tutorials, still the idea pops up to my mind sometimes. I used to had boatload of ideas for this kind of RL and I really like your idea of combining URW, DF and ADOM, my all time favorite RL's as well!  :)

One thing I see you discussed alot here is the 2.5D or 3D implementation in ASCII, which also was a big brainer for me to visualize. Personally I never tought of making any player or NPC entity/creature multiple Z levels (much less humans), but I always tought dragons would warrant a horizontally multiple tiles, since full-grown they are described as HUGE. So my vision of "3D" implementation is pretty much the same when it comes to terrain/buildings (lower tiles are darker, show 3 layers all the time), but when it comes to creatures I always envisioned them as being 1-tile-flat in the game engine/representation sense.

So in game mechanics terms humans and dragons are all equally tall/high, but dragons would be wider/horizontally much bigger. In this vision I would propably present giants as same as humans, altough harder to kill etc. and mammoths the same way as dragons since mammoths are also horizontally big. Same applies to wagons etc. What do you people think of this approach? I think it would simplify things alot, since there arent too many abnormally large creatures in ASOIAF lore, altough it would not be as physically realistic. Dont know too much about coding problems this could conjure, so please educate me on that.

P.S. Also be mindful of GRRM's pretty hostile attitude towards fan fiction and creations. There is some kind of text-based fan roleplay multiplayer thingy out there, wich is GRRM blessed. Other than that all games I have found are full sanctioned commercials. http://badassdigest.com/2013/11/14/george-rr-martin-fuck-your-fan-fiction/

Pages: [1]