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7DRL: Pit of Hate
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Walter Landry  
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 More options Mar 8 2010, 2:30 am
Newsgroups: rec.games.roguelike.development
From: Walter Landry <wlan...@caltech.edu>
Date: Sun, 07 Mar 2010 23:30:34 -0800
Local: Mon, Mar 8 2010 2:30 am
Subject: 7DRL: Pit of Hate
Greetings Everyone,

I am throwing my hat into the ring.  The unique part is that things will
be

BBB   I  GGG
B  B  I G  
BBB   I G  GG
B  B  I G   G
BBB   I  GGG


 
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win  
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 More options Mar 12 2010, 3:24 am
Newsgroups: rec.games.roguelike.development
From: win <andersdh...@gmail.com>
Date: Fri, 12 Mar 2010 00:24:24 -0800 (PST)
Local: Fri, Mar 12 2010 3:24 am
Subject: Re: 7DRL: Pit of Hate
On Mar 7, 11:30 pm, Walter Landry <wlan...@caltech.edu> wrote:

> Greetings Everyone,

> I am throwing my hat into the ring.  The unique part is that things will
> be

> BBB   I  GGG
> B  B   I  G  
> BBB   I  G  GG
> B  B   I  G   G
> BBB   I  GGG

How big, you say?

 
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Walter Landry  
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 More options Mar 15 2010, 4:52 am
Newsgroups: rec.games.roguelike.development
From: Walter Landry <wlan...@caltech.edu>
Date: Mon, 15 Mar 2010 01:52:59 -0700
Local: Mon, Mar 15 2010 4:52 am
Subject: Re: 7DRL: Pit of Hate

win <andersdh...@gmail.com> writes:
> On Mar 7, 11:30 pm, Walter Landry <wlan...@caltech.edu> wrote:
>> Greetings Everyone,

>> I am throwing my hat into the ring. The unique part is that things will
>> be

>> BBB   I  GGG
>> B  B  I  G
>> BBB   I  G GG
>> B  B  I  G  G
>> BBB   I  GGG

> How big, you say?

Well, here is a screenshot.

  http://web.gps.caltech.edu/~walter/Pit_of_Hate/Pit_of_Hate.png

Essentially, a plain old hack-and-slash but with variable sized glyphs.
The game is based on the TV show "Samurai Jack" that ran a few years
ago.  The main villain, Aku, is Godzilla sized.  As Jack weakens him,
Aku gets smaller and smaller until he is the size of a frog.  The
screenshot has Aku as 10x10 while @ is 3x3.  A demonic minion is 2x2 and
a robot beetle drone is 5x5.  The plan is to eventually make Aku start
much bigger and to have even smaller, 1x1 monsters (e.g. cobras and
rats).

It is now 12:43 AM PST, so it is pencils down time for me.  I don't have
much to show beyond the screenshot.  You can walk around, but the
monsters don't.  There is no combat.

I think part of the reason I did not get too far is that I tried to make
it too much of a learning experience.  Specifically, I tried three new
things at once:

  1) This is my first roguelike.
  2) I decided to use a completely new build system for me (waf).
  3) I decided to write it in a completely new language for me (D).

It also did not help that it took me quite a while to figure out how to
get multiple sized fonts working in libtcod (an otherwise superb
library).  So I did not get the @ walking around until this morning.  It
was still a useful experience for me.  I would recommend 1) and 2) to
anyone, but 3), not so much.

At this time, I will not continue writing it in D.  Sadly, the
libraries, tool chain, and documentation are too immature for even this
not-so-serious work.  There were also a number of annoyances in the
language itself that killed some of the joy.  I am an old hand at C++,
so the sub-second compile times were fantastic.  But other than that, it
was largely an effort in frustration.

However, C# is also a new language to me, so I may try porting it to C#
and running it under Mono.

Cheers,
Walter Landry


 
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