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997926 Posts in 39129 Topics- by 30531 Members - Latest Member: jorgezero

April 16, 2014, 09:08:48 PM
TIGSource ForumsFeedbackDevLogsTIGS Coop. Game Dev, Now 50% More Roguelike-ish!
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Author Topic: TIGS Coop. Game Dev, Now 50% More Roguelike-ish!  (Read 4777 times)
VortexCortex
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« Reply #90 on: March 08, 2013, 04:20:52 PM »

Just dropping a note here to say that I've done some more work on the graphics systems for this game, but I'll be out of commission for about a week: I'm participating in the 7 day Roguelike Challenge

This kind of hit me by surprise, and totally unprepared (esp. scheduling wise).  I initially didn't plan to participate since I have to work that week, but I just kept thinking about cool stuff I could do (too many stuffs, in fact).  So, I'm going to give the challenge my best shot, even if I'm not able to give it the full attention it deserves.

I randomly selected HTML5 as the platform for the 7DRL, so I plan to use the challenge as a chance to get the audio and graphics systems of this project into a working state.

Shortly after the challenge is over I'll have a bunch more progress to post here as well. Smiley

If any are interested in my 7 day roguelike entry you can track my progress here.
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Impmaster
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« Reply #91 on: March 08, 2013, 05:28:04 PM »

Alright. Good luck!
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Desiderata
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« Reply #92 on: March 09, 2013, 01:22:42 AM »

Good luck vortex!
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Go placidly amidst the noise and haste, and remember what peace there may be in silence. As far as possible without surrender be on good terms with all persons. Speak your truth quietly and clearly; and listen to others, even the dull and the ignorant; they too have their story.
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« Reply #93 on: March 09, 2013, 07:15:29 AM »

The hybrid procedural idea you guys are going for reminds me of Caves of Qud,
and it was one of my favorites for a long time, so I'm definitely all smiles hearing that.

And goodluck Vortex, I've always wanted to follow along as people made their 7drl, but it's
so hard to track down devlogs.
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VortexCortex
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« Reply #94 on: March 10, 2013, 03:58:06 PM »

Thanks for all the well wishing folks!  I'm starting the 7DRL now, so see you in 168 hours. Smiley

I've always wanted to follow along as people made their 7drl, but it's so hard to track down devlogs.

Ah, well, if you want to follow all of the 7DRL devblogs at once there's a site for that.  The site's kind of kinda slow, so be patient; 7DRL has about 300 participants now -- over 3 times as many as last year, I'm told.

Edit:


"ASCII" Paint?  Tongue
« Last Edit: March 12, 2013, 11:08:54 AM by VortexCortex » Logged

VortexCortex
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« Reply #95 on: March 18, 2013, 03:23:30 PM »

I didn't complete the 7DRL challenge...  I plan to shelve that game for now and get back to it later.

In the process of working on InvadeRL I did create a bunch of engine tech that we can use for this colaborative game.

Seven 20 hour long days of coding (on both my work and game stuff) has left me in need of some serious recuperation.  So, I haven't yet cleaned up the code, or begin polishing and porting features back into the Mason Engine just yet.  I did take a bit of time and prepare to do so, though.

After I stripped out all the (vehicular) gameplay (it's not applicable in this game) I'm left with only the tile engine, the title screens, and an initial "cut-scene".

You can see the tile engine in action here.  Note: the content creation stuff is finicky, and not fit for prime time.  I also only tested on Firefox and Chrome, but will test more browsers later.

At first glance it's not immediately apparent how this ASCII game is helpful to us in any way.  However, the thing to note is that each of those "characters" is actually a two-layer graphical tile!

Imagine that every glyph is really a 9x16 pixel tile, then you'll see.  Yep, the animated smoke is actually just changing the tiles that are displayed.  The stars and the the menu texts and smoke are all separate layers of tiles, and can even have different tile-rendering modes.

For example: The animated menu selection cursors are "text-sprites" -- Imagine them as a layer of tiles that can be composited, or "patched" atop the base tile set.  The tiles can even change over time as if they were frames of a sprite.

This means you could design part of this coop game's world to have various "stages".  A City could have: Normal, Destroyed, under repair states, and the engine can select between them.  I even worked on optimizing the tile renderer so that the tiles can change many times per second. So, If you want, you can even animate the tiles changing in real time -- That's how I made the smoke and bugs and lighting effects in the InvadeRL intro -- It's 100% Tile-Based!  Also press 'B' to see the lighting visualization debug render mode.

Edit: Oh, I noticed I broke the zoom scale feature that detects your browser window size.  Just use the scroll wheel to adjust zoom in this case.
« Last Edit: April 04, 2013, 12:50:21 PM by VortexCortex » Logged

VortexCortex
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« Reply #96 on: April 03, 2013, 03:48:54 PM »

Just an update to let you know we're still kicking.



I got music and sound effects working, as well as rudimentary tile placement in the online version. It's not quite ready for public consumption yet, but I'm making steady progress on the code.

I'm experimenting with using marching squares to automatically stitch tiles together to speed up manual tile placement.

These metallic hole tiles are WIP, and actually not for this project -- Just using them here to see if the diagonal stitching is working.  Also the upper left corner configuration indicates we may want at least two different layers of tiles:  A base layer for the ground stuff, and another to place walls on (so we don't have to make a million base tiles each time we want one partial tile atop a background tile).

We may not end up using any diagonals for this project, but my engine will support it.
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Desiderata
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« Reply #97 on: April 03, 2013, 09:11:13 PM »

It sounds like it is coming along well Vortex! Great to hear some more. Sorry i have been so inactive lately but I had exams which won't be over for another month or two. Looking forward to getting my teeth sunk into something after then though! Well done for keeping it going.
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Go placidly amidst the noise and haste, and remember what peace there may be in silence. As far as possible without surrender be on good terms with all persons. Speak your truth quietly and clearly; and listen to others, even the dull and the ignorant; they too have their story.
VortexCortex
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« Reply #98 on: April 10, 2013, 07:00:20 PM »

Now working on the streaming tile renderer and multi-level coordinate system.


This shot shows the debug "engine coordinates" output of each 16x16 block of tiles.  Each different color 16x16 area is a section of cached tiles.  If a section of tiles has been rendered recently it's not re-drawn or recomputed: The cache is used as the screen scrolls seemlessly.  The effect is that loading time for user created patches is diminished to be unnoticeable (pre-fetching), and rendering speed is increased.

Also, tiles wrap at the edge of the world and we can scroll at sub-tile resolution, ie, don't have to scroll a full tile at a time.

The caching and coordinate systems affect gameplay indirectly: The limits of the tile coordinates, and bandwidth costs will determine how big we can make the game world.

Some more experimenting must be done, but currently I plan on supporting a game world with up to enough tiles to cover the surface of the Earth, to scale.  Eg: If each tile is 1m (~3ft) in width and height, then we'll need to support about 40 million x 40 million tiles to contain a to-scale tile based version of Earth.  A copy of Earth in tile form wouldn't be very procedural -- well, I could use OpenCV to search among the 4 billion over-world seeds to find a close match to Earth, I suppose, but that would defeat the purpose, eh?.

I'm not sure what max world size would be best from a gameplay perspective.  We may need to do a much smaller planet instead.  Scrolling 40 mil tiles at 20 screens every minute (3sec per 40 tile wide (640px) screen) would take 3.8 years to go all the way around the planet once (that's 7.2kph or 4.5 mph), and you'd need to do that over a million times to see the whole planet -- Or, it would take over a million people playing non stop for 3.8 years to explore the whole thing.  Though the engine could theoretically support a much larger world, this seems a large enough, so that'll be the upper limit I'd say.


Next I'll begin merging the tile placement code with the infiniscroller code. That means we should have something to play with soon -- After that we'll be fleshing out the details of the procedural tile placement systems.
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Desiderata
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« Reply #99 on: April 10, 2013, 10:42:44 PM »

Great! Would be brilliant to achieve full world mapping 5 years down the line as a global goal. Haha. But i think it makes more sense to have some sort of region system with the ability to progressively move between regions instantly? Like teleportation or just a vehicle system. Or just mounts? Some way of moving through the vast landscape. Unless we had an overworld like FFI
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Go placidly amidst the noise and haste, and remember what peace there may be in silence. As far as possible without surrender be on good terms with all persons. Speak your truth quietly and clearly; and listen to others, even the dull and the ignorant; they too have their story.
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