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Community / Creative / Re: What roguelike gameplay features are viewed as required, and which are optional?
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on: December 05, 2013, 03:08:31 PM
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I wouldn't say it has to have RPG elements, but does need to have character customization. Not necessarily at build time, but anything towards a "next time I'll try it....this way."
In some ways, I think of roguelikes as toys.
Rogue was basically a D&D computer game with the big advantage that every game was completely new: [...]But I think Rogue's biggest contribution, and one that still stands out to this day, is that the computer itself generated the adventure in Rogue. Every time you played, you got a new adventure. That's really what made it so popular for all those years in the early eighties. [...]But Diablo is only a true descendant of Rogue if the dungeon is different every time you play The true nature of roguelikes is the ability to impress with a new quest everytime you play them. I like to see roguelikes as the quest for creating a game where you can recreate those old adventures from roleplay games, whether they happen to exist in the middle earth, a new dwarf fortress, or in a old and dangerous dungeon.
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Developer / Technical / Re: Hybrid ECS/OOP entity system questions
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on: November 26, 2013, 01:15:59 PM
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Fair enough, yet you can use different entities for differents body parts. Nested entities makes this relation explicit, but also unnecessarily complex. I would create a component called "brain" or something like that which contains pointers to the rest of the body, unless having entities inside entities were a recurring solution. About the events, you can add your systems to different lists depending of their interests. They should implement an interface that accepts an object "event". Whenever an event is created, you iterate through your systems and pass the object. Last, your systems should act depending of the object received, for example: //Implementing method from interface "IGameSystem". Class "EventManager" has a list of IGameSystem where //events are broadcast @Override public void onEvent(Event e) { if (e instanceof EventShutDown) //clean your system else if (e instanceof Damage) ((Damage) e).getTarget(); //etc }
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Developer / Technical / Re: Hybrid ECS/OOP entity system questions
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on: November 26, 2013, 01:46:54 AM
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I dont get why you need entities inside entities. If you need to represent an arm, why don you create a component for that? "CompRightArm", "CompLeftArm", or better yet, a component that represents each part of the body. It will forgive you some cache misses.
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Developer / Technical / Re: Learning a language 100% from scratch
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on: October 23, 2013, 08:51:51 AM
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Java Doesn't run on iOS and windows phone 8. Java does run on iOS with xamarin or roboVM (the latter is used by ). C# can't run on iOS without third party software (like xamarin). So, unless you really want to go for windows phone 8, i don't see the problem of including java on this thread.
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Player / General / Re: LWJGL or Something else?
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on: September 27, 2013, 02:45:46 PM
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But it is pretty hard to imagine making anything besides what tutorials teach.. I guess that has to do with the way you move things and instantiate objects.. It's all so foreign right now!
One of the cool things with game jams is you can take a glance over other's code. Don't miss the chance to review those game sources.
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Player / General / Re: LWJGL or Something else?
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on: September 21, 2013, 04:14:51 PM
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C# does seem to be the right way to go with what I want to do. Open doors as in going from making games to making tools for my games or anything random like that, and I'll be learning c++ next semester for my college class. I don't know why I like the idea of java w/ LWJGL so much..
Nowadays people use libGDX (which is pretty much a wrapper for lwjgl)
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Developer / Technical / Re: My Java Adventures
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on: September 11, 2013, 12:21:29 PM
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Maybe you need to make a new instance of "DrawMethod" before calling draw? Btw, you said you were looking forward reading stuff for Java. While there is almost nothing on the topic of games, you could read some technical/design lectures, like Effective Java, this will make your code better-looking.
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Developer / Technical / Re: How hard is it to switch to libgdx from slick2d?
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on: September 11, 2013, 12:14:56 PM
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It is complicated indeed. The first time i took it for learning i gave up, but not the second time. It is not that difficult, just is hard to get into it. Once you know how to make stuff, it saves you much time. Besides, every year Java gets stronger, so odds are soon or later libgdx will get more accesible.
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Community / DevLogs / Re: MonoKnight
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on: August 09, 2013, 06:50:36 AM
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You should edit your first thread to include new screenshots and exe. Well well, let's see
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