Game/engine I used to be working on.
me and my girls.
Got a forum
up and running. Whee. Maybe I can figure out how to
convert this to a ... blog?! Mwa hah hah, then I'd be
seriously net savvy.
|I had gone with Word Press for
a while, but oh well. I guess part of the reason
I'm reverting is that I'm getting tons of nasty
and/or advertising posts to the blog that I have
to sift through. A whole lot.
So just bleh. Back to this way. Old school. :P
What's new? Colorado Road Trip II in 9 days,
Lord willing. Just me and my girls. You know
what's FAIL? That I didn't ever upload any of my
pics from Colorado Road Trip I last June. Derp.
What else? Restarted the roguelike. Working on
the server. Gonna' nail down client/server
communication before I do anything else, then
back to adding features.
Proposed Super Basic Starter Feature List (
- A big fixed sized graphically tiled (because
I *HATE* ascii) map. Like maybe
1024x1024. As opposed to a more realistic
streaming huge world map because, well it's
Version 1. With LOS (think Ultima 4/5).
- NPC towns (townies) and camps (baddies) that
spawn waves of aggressors against each other.
Or at least "patrols". That you can help or
hinder. Or ignore!
- Working basic multiplayer. You can roam
around on the map and fight NPCs together, or
each other. I'm a huge fan of friendly fire,
so yeah. You can join the baddies if you want.
Which means I'll need...
- Two basic factions: Townies and Baddies. No
they won't be called that. I like humor in
games but come on, that's pushing it. :) So if
you kill baddies or do things for townies
you'll get faction rep for townies. Ditto for
the baddies. This will allow you to talk/trade
with the faction you're favored with. I wonder
if that means you could actually be favored
with BOTH...heh. As in going around doing
favors for both sides without killing either.
Yeah imagine that! A game where you can
advance without killing everything that moves!
- While I'm a huge, Huge, HUGE proponent of
Skill Based (as opposed to Level Based) rpg
advancement systems I'm going to go with level
based for this, Version 1. It's quicker,
easier, etc. Did I mention I'm your go-to man
for Skill Based...?
- With that said I'm still going to be using a
stat based system for your skills. I
think I'll keep it down to 4 stats: Heart,
Mind, Soul and Strength. Heh heh but whatever.
Always wanted to use those in a game. I'm the
kinda' programmer who would use 10 stats (at
least) if you'd let me, but I gotta' KISS on
this one. Note to self: version 1, version 1,
- Dungeons. Gotta' have dungeons. Caves,
whatever. Once cleared they won't randomly
repopulate...unless! I think I'm going to
designate say, the west side of the map for
Townies and the east for Baddies. Every so
often new NPCs will arrive of the appropriate
faction from that direction. Call them
"settlers". If a town/camp gets too populated
then I think I'll spawn a group off from that
settlement and make it wander to the nearest
cave/dungeon which will then become their new
base. And yeah, I'm going to at least model
some basic kind of population increase. I
probably won't do baby orcs and humans for
Version 1 but I'm going to at least make it so
a town/camp will spawn a new NPC every so
often if there's are enough population there.
- Oh yeah. Player alterable maps. Like, you
can build stuff and destroy stuff (buildings).
Plant crops, make paths, chop down trees, mine
stone and ore, etc. Not too much stuff for
Version 1 but there's gonna' be some basic
functionality dealing with this for sure.
That sounds good enough for now. At
the rate I program (see below - heh) this
oughta' keep me busy until 2018.
|Wednesday, April 11, 2012
working on a roguelike. What, isn't everyone?!
I'll add something to the forum soon to show my
progress for anyone who's interested.
At my brother's prompting I've focused most of
my initial efforts on multiplayer. I'm |-| close
to having it allow you to connect multiple
players to the server and walk around the map
together, so I'm happy.
Here's a screenshot of the super basic client
interface for now:
|Hello! Been a
Figured out I play too much. But you knew
Figured out rendering a minecraft like world is
beyond me at this point. So I'm working on
something much simpler...
...an Asteroid Clone! Hee hee. I've got your
ship in the middle, ENTER to spawn some rocks,
space bar shoots, and basic [buggy] collision
At least it's progress. And Happy New Year.
|Monday, March 28,
|Forgive me for
I have sinned. It's been 4 months since my
Yeah, I'm lame. Anyway. League
of Legends lately, since I quit WoW Feb
15th. Speaking of which, it's actually been a
relief not playing WoW. Thank God they maimed
Feral or I'd probably still be playing....
November 11, 2010
Veteran's Day to all who've served. Well, and to
all who haven't too!
Added a few posts to my forum.
Added a link to the left for those of you who
want to test
out a program I'm working on inspired by Minecraft.
Check out the forum
for more info and instructions.
In other news, have you noticed that I don't
update that often...?
|Monday, May 24,
Oh well, for now I've got a forum.
In other news, wow the economy here in America looks
gloomy. Almost like, looking east across the Atlantic I
see dark clouds coming to join our already darkening
clouds. Whee. I think I'm overusing that word....
Trying to get a website going after all
these years. It ain't gonna' look pretty, that's for
As long as it's functional....