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891185 Posts in 33529 Topics- by 24767 Members - Latest Member: Stome

June 19, 2013, 06:05:53 AM
TIGSource ForumsDeveloperFeedbackDevLogsMysterious Castle - For Windows, OSX, and iOS
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Author Topic: Mysterious Castle - For Windows, OSX, and iOS  (Read 16858 times)
Retro
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« Reply #30 on: March 26, 2011, 05:06:46 PM »

That's how I like it, looking tasty!
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Ben_Hurr
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« Reply #31 on: March 26, 2011, 05:29:07 PM »

Hand-drawn isometric roguelike?  I'll definately give this a try.
« Last Edit: March 29, 2011, 08:34:05 AM by Ben_Hurr » Logged
richy486
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« Reply #32 on: March 28, 2011, 02:41:21 PM »

Throne room looks great!
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moonmagic
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« Reply #33 on: March 28, 2011, 08:10:54 PM »

I love this. Good luck to you!
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« Reply #34 on: March 29, 2011, 07:56:28 PM »

This looks great! I'll be following along with your updates for sure.

Do you have any other blog/websites for your work? I'd love to learn more about your editor and use of Lua.
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« Reply #35 on: April 02, 2011, 03:34:17 AM »

Looks magnificent!

So you're working together with the artist? Or is that just existing placeholder art?

I go absolutely crazy for roguelikes, and I'd love to see this completed - and help, too :3
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« Reply #36 on: April 02, 2011, 07:30:55 AM »

Thanks a lot, the encouragement really helps a lot, especially when you're tired...  Tired

Considering that this is the devlog forum, I suppose I should explain the development, instead of just spouting milestones. So here is the bitter tale of a bitch of a game engine...

I started the engine, like so many things before it, without understanding what I was getting into. I just like doing things that are kind of obscure. I like learning how to do something from scratch. There wasn't much in the way of online resources on isometric engines with a z-coord, so I just made a regular engine and then added the Z coordinate. It was messy and ridiculous, and incredibly inefficient. At that point the engine was a conglomerate of Python, C and C++, Java and Javascript. I don't exactly know why I made such a beast, but keeping everything cooperating proved to be too much of a pain and I extricated the core isometric engine and started again, this time with C++ and Lua. Along the way I tried many, many ways to improve the engine and reduce unnecessary drawing. Some of the code was truly comical. Trial and error, and error, and error, and finally success. I'm so glad I picked Lua, as integrating it with my engine was so easy I felt liberated. After fiddling with various wrapping systems that required either special tools, large external dependencies, or meta languages, I just went in and learned the Lua C API. At first it was bizzare, but I finally wrapped my head around it and (being a stubborn maniac who likes making things hard on himself) proceeded to make a mini language with the C preprocessor to make wrapping C++ functions and classes in Lua easier. This could have gone horribly wrong and set me back, but remarkably it turned out all right the first time, with little fuss.

After getting the core tactics style isometric engine working, I came across my first evil nemesis. One day I decided that phones are where it's at and I'm gonna put this thing on every phone system I could. So screw you SDL. I mean, SDL 1.3 is commercial, it's bloody commercial! What happened to freedom, maaaaan! I'm not working for the system! I support freeeedom maaaan! This was another moment of folly that I barely survived. Here's a tip. If you want to make a game, really make a complete game, don't spend your time on making tools that you can get for a reasonable price. Man, I wish I just paid the license fee right then and there. Instead I did something dumb to the N'th degree. I wrote a software blitter. Why, you may wonder, didn't I learn OpenGL? Or perhaps I could wrap up system API's in a nice little package? My only answer is that I'm incredibly foolish sometimes, and I should have. Despite the absurdity of my decision, I got it working pretty fast, and pretty fast. It was almost as fast as SDL 1.2 software rendering with RLE acceleration. Considering I had to look up the bitshift operators online and had never done any real graphics programming before, it all worked out OK. Except I wasted a lot of time developing a system that I eventually will throw out.

The next bugbear on my odyssey was the dreaded GUI. Can you guess what I ended up doing? Long story short. I wrote the stupid f*xing thing in C++ and then decided that I don't like all the glue code between the GUI and Lua, so I scrapped it, wrote a basic graphics compositor in C++, linked it to Lua, and rewrote the GUI in Lua. All things considered, it was the lesser of two boneheaded evils. Now here's the rub. I was feeling pretty torn about abandoning my C++ GUI code, because it constituted such an important part of my editor. So again, predictably, I rewrote the editor. Twice. I'm serious.

After all of this total nonsense here is what I ended up with:

C++
------------
Area - Holds layers of...
Entity - A game object that exists at a coordinate in an Area
Animator - Responsible for telling Entities to change frame or position
Compositor - Puts lines, rects, text, images into compositions that can be drawn quickly.
TONS of other little details like pathfinding, line of sight, etc...

Lua
------------
Entity - A Lua subclass of the C++ Entity class, this adds all game specific data and methods.
Window - A Lua base class for labels, buttons, menus, grids, panels, etc...
Everything else required for a game including main game loop, input parsing, AI, saving, loading, etc...

I'v probably repressed forgotten a lot of horrible memories, but that's the gist of it. If I've learned one thing it is this. Decide what you want to do. Do you want to make a bunch of software components? Fine, DO IT. Do you want to make a game? Then don't be a code snob. Just get things that work, use your skill and discernment along with ample research and choose the right tools for the job. If I had to go back again I'd use good libraries instead of coding from scratch, particularly for graphics and GUI. Oddly enough (or not), I used to make audio software and have experience with how difficult it can be, so it never even entered my mind to make a custom audio engine, I always planned on using something precanned. I guess that's how it works. An overambitious idealist goes in thinking that they can conquer anything and comes out a grizzled veteran. Well, I'm tired, I've made mistakes, and I have the battle scars to show for it. Next time I'll do my best to avoid a fight.

I'm doing the project solo, and I'm losing my mind ever so slightly. I wish I started something smaller, but now I'm in way too deep to go back. If anyone wants to get in on part 2, that'd be great, but now at the last mile of this punishing development marathon, I've got to man up and finish what I started. I still believe in this game strongly, but it feels really nice to hear that someone other than me is looking forward to it.  

By the way. This game is going to be amazing (I hope).

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I am eclectocrat.
I make Mysterious Castle, a Tactics-Roguelike (TIGSource devlog).
Ben_Hurr
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« Reply #37 on: April 02, 2011, 07:59:25 AM »

Even if it's not, you'll go down as a fallen coding hero.

BUT MAKING YOUR OWN BLITTER IN C++/LUA? AAAAAAA WHYYYYY No No NO
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« Reply #38 on: April 03, 2011, 09:51:42 PM »

Aristotle himself said "No great genius has ever existed without some touch of madness." 

You, sir, are one crazy bastard, and I commend you. Gentleman
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« Reply #39 on: May 07, 2011, 02:03:27 AM »

BAYTAHH!

Go to top post or news site.
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I am eclectocrat.
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« Reply #40 on: May 07, 2011, 08:52:25 AM »

just got an iphone 4, this will be one game i'll buy for sure  Toast Right
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« Reply #41 on: May 07, 2011, 04:37:46 PM »

just got an iphone 4, this will be one game i'll buy for sure  Toast Right

If you beta test it and give me some feedback, you'll get a free copy. (Save a few pennies!) You don't need a developer account to test. Just an iOS device.
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I am eclectocrat.
I make Mysterious Castle, a Tactics-Roguelike (TIGSource devlog).
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« Reply #42 on: May 09, 2011, 05:05:12 PM »

Hey! I need more BETA testers! Please send me your e-mail if you want an awesome dungeon crawl for your iOS thingy. Dev account NOT needed. Here are some excuses to bump this thread...

Spellbook: Each spell costs a certain amount of mushrooms. It was really fun trying to give spells 6 letter or less names.



Character creation: 5 races, Human, Elf, Dwarf, Halfling, Halfogre.



Inventory/Status: This needs a lot of cleaning up, it looks a bit like dog barf now, but technical priorities prevent me from spewing out slightly less awful 'art'.

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I am eclectocrat.
I make Mysterious Castle, a Tactics-Roguelike (TIGSource devlog).
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« Reply #43 on: May 15, 2011, 08:54:57 PM »

Yay! I've now played and beaten my own game! It's pretty hard, and I'm so sick of the first 20 minutes of it I want to barf. This repetitive gameplay stress injury has inspired me to add some scenerios: short little levels with a goal, often of the FFTactics/Tactics Ogre style: KILL THEM, KILL THEM ALL!

It's pretty obvious now that I think about it, all my favourite tactical games are almost completely composed of skirmishes...

Next on the TODO list: Fix sneaking, pick-pocketing, and add an assassination ability.
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« Reply #44 on: June 11, 2011, 06:09:52 PM »

First off I'd like to apologize to the people who PM'd me to beta test. I basically ignored you. Sorry bout that. My life and the game have taken a dramatic shift, so the iOS beta is over (unsuccessfully).

Here's the nooze:
- Now for Mac/Windows/Linux AND iOS.
- Free on desktops.
- No longer an RPG, now it's a roguelike. RPG elements will be making regular appearances, but I've been hooked to procedurally generated something or other.
- Party based. 1-3 characters can team up and execute tactical maneuvers.
- Open Lua API for AI. That means make your own enemy behaviours. This could turn into some fun competitions between AI's.

I've had some friends play the desktop game and the response is really encouraging. They didn't have to play it so much, they wanted to because it's fun. I do want to make money off of this, but I feel so good about the game that I think that if people download it to try it out, many of them with iOS devices will go straight to the App store to get a paid copy. Maybe I'm deluded but I have confidence in this game.

The important part... WHEN? I'll stop embarrassing myself with deadlines I never meet and just say that I'm working my ass of on the last little touches before release. I hope the answer is SOON.

Title screen. Yay for out of copyright 18th century wood carvings!



Surrounded by demons, I'm so dead.



Found a cave, unfortunately it's populated by angry bow wielding orcs.



Oh yeah. At this point Mysterious Castle doesn't actually feature any castle. Maybe I should have named it Mysterious Forest...
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I am eclectocrat.
I make Mysterious Castle, a Tactics-Roguelike (TIGSource devlog).
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