I will be making this thing in MegaZeux (www.digitalmzx.net if you
want more info), so it won't be standalone (MZX, however, runs on all
major platforms.) My algorithm will be pretty much original/guesswork,
and while I've made MZX games before, I've never really seriously
totally attempted a Roguelike, so this will be quite an experience for
me.
http://video.google.com/videoplay?docid=8269328330690408516# - Had to
post it, as it explains fermat's last theorem and how one
mathematician proved it in an encyclopedia.
Heh yeah, Andrew Wiles is epic.
I'm really just using a mythical 2-page proof as my MacGuffin, I
figure it would be the rough mathematical equivalent of the Amulet of
Yendor.
Honestly, if you want mythically epic, have the player going for
a proof of the Collatz Conjecture. It's held off best efforts for
at least as long as Fermat's Last Theorem, and it's looking
harder.
The Collatz Conjecture says that iteration of the Collatz function
starting with any positive integer eventually produces 1.
The Collatz function is: If the input is even, the output is half
the input. If the input is odd, the output is one plus three times
the input.
It's known to be true for all positive integers less than something
like 20 to the 60th power, but nobody can figure out how to actually
prove it.
Bear
Yeah, doing an unsolved famous conjecture might be a good idea too.
It might very well not have a proof (or disproof).
Of course, it is also likely that Fermat's Last Theormem does not have
a two-page proof (of course, this does depend on the level of
intermediate steps one in allowed skip!).
- Gerry Quinn
A short version of Fermat's Last Theorem seems ideal to me; it has
iconic value and people with any interest in math will know what you
are talking about without any explanation.
- Gerry Quinn
Still not sure what the MacGuffin will be but it's kind of irrelevant.
Right now basically the player has weapons (different dice roll types
basically) and damage functions (which modify the dice-rolls.) Player
is planned to have a permanent conditional (P --> Q) in play at all
time that acts on various in-game variables. The P's and Q's will be
equipped separately, and exploiting awesome combinations of weapons,
damage functions, Ps and Qs will be highly encouraged. At this point
the plan is to have ten weaposn, ten damage functions, 8 Ps and 8 Qs.
Good: Damage functions are almost all working (I have yet to verify
this but the way MegaZeux handles file i/o, which it being a GCS from
the mid-90's was hacked on, I think made my preferred way of doing one
of my damage functions...strange.) Weapons are all working so far as I
can tell (on my last play I missed one), and the equip screen for each
is working fine.
Eh: Conditionals are going to be a frustrating thing to program. But
once they get going they're going to be beautiful. Also, am thinking
on a time limit to force good exploitations and help avoid lazy play,
but with the sheer number of enemies I'm not sure this is going to be
a problem, see:
Bad: Nothing's really bad right now except that I'm not sure how well
the game is balancing so far. And I won't really know until
conditionals are in.
Awesome: Right now it's really fun just to be able to go around with
the FOV algorithm (in MZX, but still, first time I made one really)
slaying numbergoblins with the 6d3 axe.
I'll be uploading it to DigitalMZX by tomorrow if all goes well.
Link: http://sites.google.com/site/kkairossportalthingy/mathrl
out of paranoia that something goes wrong with the actual success
topic that still hasn't showed up after 10 minutes, i guess this is my
preliminary announcement of SUCCESS!
will post another when i get up tomorrow if i can't find it yet.
>Okay, I tried to post it again.
>
>Then it went down, after being up for five minutes.
Nothing is ever deleted from Usenet. You're fine. It's your newsserver
that's broken.
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|But we can take them on! | @ma |
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