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RLDev Code v.0.6.0 (give it a try :)

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Kornel "Anubis" Kisielewicz

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Sep 5, 2002, 12:47:41 PM9/5/02
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RL Developer Code
Version 0.6.0
Designed by Kornel "Anubis" Kisielewicz
(kis...@fulbrightweb.org)

Hey, I noticed that both Angband and NetHack users have their own
GeekCode. Why not us? ;). This is the first draft, and it's realy
RLDev specific. I think that a Roguelike Dev Code will be especialy
useful, because it may make us more aware of the others ideas. I'm
open to all new ideas, or corrections. In all project specific
questions answer about your current project. A sample of the code is
on the bottom of the document.

I encourage to at least post your code once, so someone can collect
them and post somewhere :).

---------------------------------------------
1. General info about the developers methods
---------------------------------------------

"L": Language used to program your roguelike project.

L:C C
L:C++ C++
L:VC++ Visual C++
L:Java Java
L:FP FreePascal
L:TP Turbo Pascal
L:DP Delphi (Pascal)
L:Pyt Python
?L I still didn't decide
!L I'm a designer
[more]

--------------------------------------------------

"E": Experience in programing.

E+++ I'm a professional programmer
E++ I program as a part time job
E+ I program quite well, as a hobby
E- I've read a few books and made some programs
E-- I've made a few simple programs
E--- I'm learning while I write a roguelike

!E I'm just a designer ;)
?E What do I need programming for?

--------------------------------------------------

"T": Time invested in rl-development. Choose the most true one :).

T+++ Every minute of my spare time!
T++ Most of my free time
T+ Regulary
T- From time to time
T-- As a recreation
T--- Rarely

!T I don't write yet!

--------------------------------------------------

"R": Rewrites. A rewrite is writing your code from scratch, using only
old libraries, and fragments of the old code.

R+++ more than 5
R++ 3-4 rewrites
R+ 1-2 rewrites
R- not yet
R-- I've just started
R--- I do not program yet

?R What are rewrites?
!R My game doesn't need rewrites, cause I write error-free!

--------------------------------------------------

"P": Porting to other systems

P+++ My game will be ported to most known platforms
P++ Linux and DOS/Win
P+ I try to keep the code portable.
P- Why the hell? I write only for Linux/DOS (you may recompile it
though)
P-- DOS/WIN only
P--- Windows only!

!P I use Java (or something similar)

--------------------------------------------------

"D": Importance of design before programming

D+++ I had a detailed DesignDoc before I started programming
D++ I had many notes and information before I started coding
D+ I keep my designdoc ahead of the project, but update it regulary
D- I had a few notes before I started coding
D-- I had a general image of what I'm trying to do

!D Who the hell needs a DesignDoc? I make everything on the fly!
?D What's a DesignDoc?

--------------------------------------------------

"G": The generic engine, that is, how generic your game will be.

G+++ You will be able to make a hard-sci-fi game out of my engine, by
just changing the info-files!
G++ My engine is very generic -- you will be able to make a
different game by changing the info files
G+ I have info files for maps, monsters, items and dungeon
generators
G- I have a few general info files
G-- I keep everything in the code

!G Why the hell generic engine? I wan't to make a GAME.

--------------------------------------------------

"F": Favourite Roguelike

F:ToME
F:ADoM
F:V Vanilla Angband
F:*band *bands in general
F:Rogue Yeah :).
F:Moria
F:NHack NetHack
F:Hack
F:GH Gearhead
F:DC DeadCold
[more]

--------------------------------------------------

"RL": Your roguelike definition

RL+++ A roguelike MUST be ASCII, MUST be a dungeon crawl, and MUST be
based on a system similar to AD&D, and MUST be permadeath.
RL++ A roguelike has to be ASCII, has to be random, and have
experience levels, and permadeath.
RL+ A roguelike has to be ASCII or use tiles, must have dungeons,
and focus on killing things for experience. It has to be permadeath
too.
RL- A roguelike may have graphics but has to be rather dungeon
themed permadeath game.
RL-- A roguelike is a game that focuses on randomness, and features
permadeath.
RL--- A roguelike is a game inspired by other roguelike games.

!RL This is completely unimportant
?RL What is a roguelike actually?

--------------------------------------------------

"RLA": Roguelike community activity

RLA+++ I've created a popular game, or host one of the main roguelike
sites on the web.
RLA++ I've created a roguelike dedicated webpage (focusing not only
on my game)
RLA+ I'm a FAQ maintainer, or wrote a roguelike article, or created
a roguelike document
RLA- I play roguelikes and post on a few roguelike newsgroups
RLA-- I post on one roguelike newsgroup

!RLA Who is that guy?

--------------------------------------------------
2. Project specific questions
--------------------------------------------------

"W": World of the game, the genre

W:F Fantasy
W:DF DarkFantasy
W:AF Alternative Fantasy
W:SF Science Fiction
W:HSF Hard Science-Fiction
W:MH Mecha
W:M Modern
W:CP CyberPunk
W:G Generic engine (give eventual default genre in bracets)

--------------------------------------------------

"Q": Quests in your project

Q+++ The plot is the master! You will have random interesting quests
in my game.
Q++ I will add many pre-written quests.
Q+ I will add a few quest for flavor, or even ToME-like random
quests.
Q- Maybe a few quests for flavor
Q-- Kill Sauron. Kill Morgoth.
Q--- No quests -- just Hack'n'slash.

!Q Who the hell needs quests?
?Q What is a quest?

--------------------------------------------------

"AI": Approach to AI in your project

AI+++ AI is the key! The creatures will behave diablo inteligently and
talk to you with Bot-generated messages. They will use military
tactics, recognize dangers, and create traps.
AI++ The NPCs will behave quite reasonable, will flee, band together,
pickup and use items.
AI+ The creatures will use items like wands, staves and the like.
AI- The creatures will be able to pickup and equip items.
AI-- No monster-inventory -- just Hack'n'Slash
AI--- Kill player. Kill player.

--------------------------------------------------

"GFX": Approach to graphics

GFX+++ The game will be graphical with nice graphics
GFX++ The hame will have tiled graphics
GFX+ Some popular freeware tiles
GFX- Somewhere in the future I plan to add graphics
GFX-- I'd like graphics, but I'm a poor artist

!GFX Pure ASCII rulez!

--------------------------------------------------

"SFX": Approach to sound

SFX+++ Digitalized Speech and Music is my aim
SFX++ I will add many wave files and maybe some music
SFX+ Just a few Sound-Effects
SFX- Maybe in the future
SFX-- I'd like sound, but I'm a poor at that

!SFX A roguelike with sound? Buhahahaha...

--------------------------------------------------

"RN": Approach to randomness in your project

RN++++ The whole world will be random, random quests, random dialogs,
random plot
RN+++ Same as above, but the plot will be fixed
RN++ The world will be fixed, but there will be random quests,
dungeons and items and monsters
RN+ Random dungeons+items+monster placement
RN- Just the dungeons and monster placement
RN-- I plan to make everything fixed

--------------------------------------------------

"PO": Popularity of current project

PO+++ I have fan-sites of my playable roguelike (reserved for ToME,
NetHack, ADoM, Angband and the like :)
PO++ I have a playable version on the web that can be enjoyed
PO+ I have a playable version on the web that can be looked at
PO- I have a designer version on the web (dungeon+items+npcs and
the like)
PO-- I have a few design programs (map-view, dungeon generator)
PO--- I haven't published anything

!PO I didn't do anything yet!

--------------------------------------------------

"Hp": Hitpoint treatment in the roguelike

Hp+++ A 1-st level character has a few hitpoints, a 50th level
character has a few hundred...
Hp++ I keep the hitpoints rather lower.
Hp+ The player rarely recieves hit-points, I don't use a level
system.
Hp- Fully skillbased
Hp-- Fully skillbased and advancement doesn't make you realy
powerfull

!Hp I don't use hitpoints!

--------------------------------------------------

"Re": Realism in the roguelike

Re+++ You can die because of disease, rusty weapon wounds, or the
after-effects of an out-dated portion of speed
Re++ Each fight is dangerous
Re+ I'd rather not let the player kill hordes of monsters
Re- I like to keep things real as in NetHack
Re-- I like to keep things real as in Angband
Re--- Who needs realism? It's the hack'n'slash that counts!

--------------------------------------------------

"S": Seriousness of the world

S+++ THE GAME. You think it's funny? You're talking to me?
S++ The game has to be serious. I want to make an atmosphere...
S+ (ADoM) From time to time a funny in-game situation is fun
S- I like to keep the world rather not gloomy
S-- (ZAngband) Lets keep it easy, sometimes a Barney, or Bull Gates
is fun to kill
S--- (NetHack) Why the hell? Let's have nuclear scientists, tourists,
photo-cameras and sinks in a dark dungeon

--------------------------------------------------

regards, and I'm waiting for your codes and opinions :),
--
Kornel "Anubis" Kisielewicz
RLDev Code v.0.6
L:FP E+ T+ R+++ P+ D++ G++ RL-- RLA++ F:ADoM
GenRogue 0.16 V8 ( http://genrogue.felis7.civ.pl/ )
W:DF Q+++ AI++ !GFX !SFX RN+++ PO--- Hp-- Re+++ S+++


Warui

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Sep 5, 2002, 1:46:44 PM9/5/02
to
This is what I found in an old dungeon carved on the floor by Kornel
"Anubis" Kisielewicz (anu...@felis7.civ.pl) :
> RL Developer Code
> Version 0.6.0
> Designed by Kornel "Anubis" Kisielewicz
> (kis...@fulbrightweb.org)
[...]

Nice and funy :)

[...]

> "Re": Realism in the roguelike
> Re+++ You can die because of disease, rusty weapon wounds, or the
> after-effects of an out-dated portion of speed

Out-dated dose of amphetamine ? :)

[...]

> I encourage to at least post your code once, so someone can collect
> them and post somewhere :).

Here's mine:

--
Warui

L:C++ E+ T- R-- P+ D+ G+ F:ADOM RL--- RLA--
Deeper & Deeper 0.0.1 (www.will.be.soon.com)
W:F Q+ AI+ GFX- !SFX RN++ PO--- Hp+++ Re- S+


Carsten Mente

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Sep 5, 2002, 4:03:27 PM9/5/02
to
funny

--
Carsten

L:FP E- T- R- P+++ D-- G- F:Crawl RL+ RLA-
BlackSteam 0.0.1
W:SteamFantasy Q+ AI+ !GFX !SFX RN+ PO--- !Hp Re++ S++


Hansjörg Malthaner

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Sep 5, 2002, 4:22:01 PM9/5/02
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Kornel \"Anubis\" Kisielewicz wrote:

> RL Developer Code
> Version 0.6.0
> Designed by Kornel "Anubis" Kisielewicz
> (kis...@fulbrightweb.org)
>
> Hey, I noticed that both Angband and NetHack users have their own
> GeekCode. Why not us? ;). This is the first draft, and it's realy
> RLDev specific. I think that a Roguelike Dev Code will be especialy
> useful, because it may make us more aware of the others ideas. I'm
> open to all new ideas, or corrections. In all project specific
> questions answer about your current project. A sample of the code is
> on the bottom of the document.
>
> I encourage to at least post your code once, so someone can collect
> them and post somewhere :).


Here we go!

L:C++ E+++ T+ R++ P++ D++ G+++ F:V RL--- RLA+ W:G(F)

Q+ AI++ GFX+++ SFX+ RN+++ PO- Hp++ Re-- S+


> regards, and I'm waiting for your codes and opinions :),


Thank you for making this cool rl developers geek code list!

> Kornel "Anubis" Kisielewicz

--
Hajo

"Behind the door, the poison door ...
shadows smile and kiss the sky." Sepulcrum Mentis - Poison door

i0la...@yahoo.com

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Sep 5, 2002, 4:39:17 PM9/5/02
to

"Kornel \"Anubis\" Kisielewicz" <anu...@felis7.civ.pl> writes:
> RL Developer Code

Nice! I have some typo corrections and minor English corrections if
you like (if you don't care, then just ignore them).

> ---------------------------------------------

> ?L I still didn't decide

I would say "I still haven't decided"

> T+ Regulary

Regularly

> !T I don't write yet!

maybe "I'm not writing yet!"

> D+ I keep my designdoc ahead of the project, but update it regulary

regulary --> regularly

> !G Why the hell generic engine? I wan't to make a GAME.

wan't --> want

> W:G Generic engine (give eventual default genre in bracets)

bracets --> brackets? braces?

> AI+++ AI is the key! The creatures will behave diablo inteligently and

inteligently --> intelligently
Not sure about "diablo", unless you mean "diabolically"

> AI++ The NPCs will behave quite reasonable, will flee, band together,

reasonable --> reasonably

> GFX++ The hame will have tiled graphics

hame --> game :)

> SFX-- I'd like sound, but I'm a poor at that

"I'm a poor at that" --> "I'm not good at that" perhaps

> !PO I didn't do anything yet!

I would say "I haven't done anything yet!"

> Hp++ I keep the hitpoints rather lower.

"rather lower" --> "rather low" or "lower than that" ?

> Hp+ The player rarely recieves hit-points, I don't use a level

recieves --> receives

> Hp-- Fully skillbased and advancement doesn't make you realy
> powerfull

realy powerfull --> really powerful

(uh oh, the "l"s are wandering around! next, they will be breeding!)

> Re+++ You can die because of disease, rusty weapon wounds, or the
> after-effects of an out-dated portion of speed

Is portion a typo? Do you mean "potion of speed"?

> S- I like to keep the world rather not gloomy

I am not sure of the most natural way to say this.
Maybe "I like to keep the world from getting too gloomy"

> S-- (ZAngband) Lets keep it easy, sometimes a Barney, or Bull Gates

Lets --> Let's
easy --> some other word, maybe "light"

> S--- (NetHack) Why the hell? Let's have nuclear scientists, tourists,

I would say "What the hell, let's...", though that is not quite the same.

> --------------------------------------------------
>
> regards, and I'm waiting for your codes and opinions :),

Well, I don't really fit in, but I made up a code just to be silly.

--
Bridget - i0la...@yahoo.com
RLDev Code v.0.6
L:C E+(+++) T- ?R P~~~ D- G-- F:Moria ?RL !RLA
Roguelikes for PalmOS ( http://roguelike-palm.sf.net )
W:F Q-- AI-- GFX+ SFX- RN+ PO++ Hp+++ Re-- S---

Kornel "Anubis" Kisielewicz

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Sep 5, 2002, 4:51:04 PM9/5/02
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Uzytkownik "Carsten Mente" <carste...@web.de> napisal w wiadomosci
news:al8d4v$50l$02$1...@news.t-online.com...
> funny

thanks,

> --
> Carsten
>
> L:FP

Wow! So there are more of us FreePascal programmers? :)

> E- T- R- P+++ D-- G- F:Crawl RL+ RLA-
> BlackSteam 0.0.1
> W:SteamFantasy

Interesting -- havn't thought of that genre -- SF is used up though
:). Maybe StF?

> Q+ AI+ !GFX !SFX RN+ PO---

"!Hp"
At last somebody who takes up the gauntlet! What do you plan to use
instead?

regards,
--
Kornel "Anubis" Kisielewicz
RLDCode L:FP E+ T+ R+++ P+ D++ G++ RL-- RLA++ F:ADoM

Kornel "Anubis" Kisielewicz

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Sep 5, 2002, 4:58:44 PM9/5/02
to
Uzytkownik "Hansjörg Malthaner" <z59...@z.zgs.de> napisal w
wiadomosci news:3D77BCE9...@z.zgs.de...

>
>
> Kornel \"Anubis\" Kisielewicz wrote:
>
> > RL Developer Code
> > Version 0.6.0
> > Designed by Kornel "Anubis" Kisielewicz
> > (kis...@fulbrightweb.org)
> >
> > Hey, I noticed that both Angband and NetHack users have their own
> > GeekCode. Why not us? ;). This is the first draft, and it's realy
> > RLDev specific. I think that a Roguelike Dev Code will be
especialy
> > useful, because it may make us more aware of the others ideas. I'm
> > open to all new ideas, or corrections. In all project specific
> > questions answer about your current project. A sample of the code
is
> > on the bottom of the document.
> >
> > I encourage to at least post your code once, so someone can
collect
> > them and post somewhere :).
>
>
> Here we go!
>
> L:C++ E+++ T+

R++ -- 3,4 rewrites? Heard only about one :).

F:V -- Vanilla? I never would guess...

RLA+ -- Oh, don't be so modest there's the simugraph library: RLA++

GFX+++ -- You proved that already :).

SFX+ Where are you going to get those?

RN+++ Randomness rules....

PO- The way i see it it's rather PO+. PO- is something like ... H-W
0.0.4

Hp++ 9999 :)

> > regards, and I'm waiting for your codes and opinions :),
>
> Thank you for making this cool rl developers geek code list!

Just recently got a little time I HAD to waste :))))

> > Kornel "Anubis" Kisielewicz

regards,
--
Kornel "Anubis" Kisielewicz ( kis...@fulbrightweb.org )
GenRogue cRPG/Rogue-like Project ( http://genrogue.felis7.civ.pl/ )
YARNS :: Roguelike News ( http://yarns.felis7.civ.pl )
"hominem non odi, sed eius vitia"


Kornel "Anubis" Kisielewicz

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Sep 5, 2002, 5:16:17 PM9/5/02
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Użytkownik <i0la...@yahoo.com> napisał w wiadomości
news:v8aofbc...@gs235.sp.cs.cmu.edu...

>
> "Kornel \"Anubis\" Kisielewicz" <anu...@felis7.civ.pl> writes:
> > RL Developer Code
>
> Nice! I have some typo corrections and minor English corrections if
> you like (if you don't care, then just ignore them).

Thanks, I really needed that! I've added all of them. (if somebody
wants to post the RLDCode mail me so I can send you the updated
version).

> > T+ Regulary
>
> Regularly


>
> > D+ I keep my designdoc ahead of the project, but update it
regulary
>
> regulary --> regularly

Hell, I regular_l_y make that mistake :).

> > !G Why the hell generic engine? I wan't to make a GAME.
>
> wan't --> want

This one too :(

> > W:G Generic engine (give eventual default genre in bracets)
>
> bracets --> brackets? braces?

brackets. I don't know, actually those --> ()

> > AI+++ AI is the key! The creatures will behave diablo inteligently
and
>
> inteligently --> intelligently
> Not sure about "diablo", unless you mean "diabolically"

Yes I did :).

> > GFX++ The hame will have tiled graphics
>
> hame --> game :)

:)

> > Hp++ I keep the hitpoints rather lower.
>
> "rather lower" --> "rather low" or "lower than that" ?

"rather low"

> > Hp+ The player rarely recieves hit-points, I don't use a level
>
> recieves --> receives

Kheh -- this one means a lot to me --> I have have it everywhere in
the GenRogue source code: RecieveEvent, RecieveDamage, RecievePlot...
Hell!

> > Hp-- Fully skillbased and advancement doesn't make you realy
> > powerfull
>
> realy powerfull --> really powerful
>
> (uh oh, the "l"s are wandering around! next, they will be breeding!)

yeah, noticed that too late :)

> > Re+++ You can die because of disease, rusty weapon wounds, or the
> > after-effects of an out-dated portion of speed
>
> Is portion a typo? Do you mean "potion of speed"?

potion of course :).

> > S- I like to keep the world rather not gloomy
>
> I am not sure of the most natural way to say this.
> Maybe "I like to keep the world from getting too gloomy"

Used that instead.

> > S-- (ZAngband) Lets keep it easy, sometimes a Barney, or Bull
Gates
>
> Lets --> Let's
> easy --> some other word, maybe "light"

Ok :).

> > regards, and I'm waiting for your codes and opinions :),
>
> Well, I don't really fit in, but I made up a code just to be silly.

Thanks again :)

> RLDev Code v.0.6
> L:C

E+(+++) -- Programmer, but for PalmOS only as a hobby?
?R ? :)
P~~~ Let me guess... PalmOS only? ;)
!RLA Who? ;)
W:F Q-- AI--
GFX+ On PalmOS? I didn' know that...
PO++ Not for everyone though :)

Kornel "Anubis" Kisielewicz

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Sep 5, 2002, 5:19:51 PM9/5/02
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Użytkownik "Warui" <waru...@SPAM.poczta.fm> napisał w wiadomości
news:al8a5h$8q0$1...@news.tpi.pl...

> This is what I found in an old dungeon carved on the floor by Kornel
> "Anubis" Kisielewicz (anu...@felis7.civ.pl) :
> > RL Developer Code
> > Version 0.6.0
> > Designed by Kornel "Anubis" Kisielewicz
> > (kis...@fulbrightweb.org)
> [...]
>
> Nice and funy :)
>
> [...]
> > "Re": Realism in the roguelike
> > Re+++ You can die because of disease, rusty weapon wounds, or the
> > after-effects of an out-dated portion of speed
>
> Out-dated dose of amphetamine ? :)

ROTFL!!!!!!!
Ooops. Potion of speed :))))))))

> [...]
>
> > I encourage to at least post your code once, so someone can
collect
> > them and post somewhere :).
>
> Here's mine:

R-- How many do you plan? :-)
RL--- Anti-purist, huh :)
RLA-- Actually two of those :).


> Deeper & Deeper 0.0.1 (www.will.be.soon.com)

Strange, the above URL gives 404 :)

Greg McIntyre

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Sep 5, 2002, 8:11:25 PM9/5/02
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Heh.

--
Greg McIntyre
RLDev Code v.0.6
L:Ruby/C++ E++ T--- R++ P+++ D+ G+++ F:ADoM RL--- RLA+
Shade ( http://puyo.cjb.net/shade/ )
W:CthP Q+++ AI++ !GFX SFX- RN+++ 1/2 PO-- Hp-- Re++ S+

Michael Hahn

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Sep 5, 2002, 9:08:14 PM9/5/02
to

Here's mine:

--
Michael Hahn
L:Java E++ T- R- !P D++ G++ F:NHack RL--- !RLA W:F Q++
AI++ GFX-- SFX- RN++++ PO--- HP- Re-- S+


Carsten Mente

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Sep 6, 2002, 2:46:07 AM9/6/02
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>What do you plan to use instead?

a damage system similar to the one used in the shadowrun p&p rpg, where you
have damage level from light to deadly and constitution,dexterity and armor
help you to take less damage.

--
Carsten

L:FP E- T- R- P+++ D-- G- F:Crawl RL+ RLA-
BlackSteam 0.0.1
W:StF Q+ AI+ !GFX !SFX RN+ PO--- !Hp Re++


Hansjörg Malthaner

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Sep 6, 2002, 3:42:13 AM9/6/02
to
Kornel \"Anubis\" Kisielewicz wrote:
>
> Uzytkownik "Hansjörg Malthaner" <z59...@z.zgs.de> napisal w
> wiadomosci news:3D77BCE9...@z.zgs.de...
> >
> >
> > Kornel \"Anubis\" Kisielewicz wrote:
> >
> > > RL Developer Code
> > > Version 0.6.0
> > > Designed by Kornel "Anubis" Kisielewicz
> > > (kis...@fulbrightweb.org)
> > >
> > > Hey, I noticed that both Angband and NetHack users have their own
> > > GeekCode. Why not us? ;). This is the first draft, and it's realy
> > > RLDev specific. I think that a Roguelike Dev Code will be
> especialy
> > > useful, because it may make us more aware of the others ideas. I'm
> > > open to all new ideas, or corrections. In all project specific
> > > questions answer about your current project. A sample of the code
> is
> > > on the bottom of the document.
> > >
> > > I encourage to at least post your code once, so someone can
> collect
> > > them and post somewhere :).
> >
> >
> > Here we go!
> >
> > L:C++ E+++ T+
>
> R++ -- 3,4 rewrites? Heard only about one :).

Maybe I should reduce this to R+

I had created some more or less "romping through dungeons" prototypes since
I played Dungeon Master in the early 1990s. But those were not rewrites,
just different tries. One of the later ones was HTML based, fed by a CGI
script - 1st person view dungeon walk :)

I also had some tries to create a full 3D realtime dungeon adventure, but
that was abandoned, too.

So I have a whole bunch of loosely related projects, but if you are strict,
there was only one rewrite: I started Cave Reaper (Java) 1998, gave up
becuase of the bad design, and later started H-World (C++) which uses the
same ideas, but a better design (hopefully).

R+

> F:V -- Vanilla? I never would guess...

My RL history: I think in 1994 I found Moria on a Linux CD and played it. I
wasn't really pleased and tried to patch it. Somehow I discovered there is a
kind of sequel, Angband. Then I switched to Angband, 2.7.9v6 or something. I
still wasn't pleased, and tried to add a graphical interface (didn't know
that Adam Bolt tiles existed - they were not included in my Angband package
and there was no graphics support for Linux/X11 - or I was to stupid to
realize how to activate it.). After a while I was bored from playing
Angband, and stopped. I think I switched to Dialblo soon after that and
later Diablo II. Somwhen I remembereed there was that Angband game, and I
thought I could implant my isometric graphics engine (that I had created for
another game) into Angband. So early 2001 I started Iso-Angband, an
isometric view or Angband. I started with Vanilla, later switched to Pern
(now ToME) as base variant. Iso-Angband was a completely unsuccessful
project. My first time that I made my code open source, but none of the
proposed benefits of open source came, just that my code was regarded hacky,
badly done, and I was accused to have no idea about procedural coding (maybe
that's right, since 1995 I never seriously worked on procedural code again -
in the meantime I think I can't think other than OO). Well, the negative
feedback really hurt me and I stopped all work on Iso-Angband some month
ago. Already while Iso-Angband was still alive the idea to create my own
roguelike popped into my mind - I wasn't pleased with the path Iso-Angband
was going, and my old prejudice about open source were justified more than
once. So I started H-World, design in late spring/early summer 2001, coding
from end of August 2001.

So if I have a favored RL variant I should write Moiria or Angband. I played
Angband longer, but nowadays I won't touch it again because of all the bad
memories from Iso-Angband. Maybe I should write Moria, because that was my
first real encounter of RL. Or ULarn which I played for one day :)

> RLA+ -- Oh, don't be so modest there's the simugraph library: RLA++

Uh, from the unfortunate Iso-Angband project. Yes, it's still available from
the public ToME CVS. But I'd rather like to forget that I worked on
Iso-Angband.



> GFX+++ -- You proved that already :).
>
> SFX+ Where are you going to get those?

I'm not sure yet. I'll search for free sound effects, maybe try to record
some by myself, or try tpo find a musician/sound effect designer who is
willing to help. All I have right now is code for playing sound effects
(from my game Simutrans).



> RN+++ Randomness rules....
>
> PO- The way i see it it's rather PO+. PO- is something like ... H-W
> 0.0.4

No magic, no ranged combat in 0.1.0
Once those are added, I'll upgrade to PO+

> Hp++ 9999 :)

"The gods of debugging code resurrect you"

Well, I understood that the point is the difference between starting and
end-game hitpoints. While Angband goes from 10 to 1000, I want to have a
raise of no more than 300% - still much, but not so much as in Angband.



> > > regards, and I'm waiting for your codes and opinions :),
> >
> > Thank you for making this cool rl developers geek code list!
>
> Just recently got a little time I HAD to waste :))))

Anyways, I really like this idea :)



> Kornel "Anubis" Kisielewicz ( kis...@fulbrightweb.org )

--
Hajo
L:C++ E+++ T+ R+ P++ D++ G+++ F:V RL--- RLA+ W:G(F)


Q+ AI++ GFX+++ SFX+ RN+++ PO- Hp++ Re-- S+

http://h-world.simugraph.com

Gero Kunter

unread,
Sep 6, 2002, 4:33:12 AM9/6/02
to
L:FP E+ T- R+ P++ D++ G- F:ADoM !RL RLA+
COSE (http://www.mathematik.uni-marburg.de/~kunter/cose)
W:AS(?) Q++ AI++ !GFX !SFX RN++ PO- HP++ RE+ S++

--
Gero Kunter (gero....@epost.de)

Hansjörg Malthaner

unread,
Sep 6, 2002, 5:25:41 AM9/6/02
to
Kornel \"Anubis\" Kisielewicz wrote:

> Re+++ You can die because of disease, rusty weapon wounds, or the
> after-effects of an out-dated portion of speed

I think this a nice idea. Outdated food can poison or kill you. Outdated
potions can do all kind of weird effects - including exploding (fire damage,
poison damage, shards?) in your backpack.

Are timed bombs useful in roguelikes? A rogue could sneakily roll a nearly
outdated potion of detonation into a room full of spiders and wait a while.

What about scrolls that burn up once their date is reached. And wands/staves
that loose one charge every few days :)

> Kornel "Anubis" Kisielewicz

c.u.
Hajo

jakub

unread,
Sep 6, 2002, 6:01:33 AM9/6/02
to
> regards, and I'm waiting for your codes and opinions :),

"F": Favourite Roguelike

Xom says:
YOU FORGOT ABOUT CRAWL??? SUFFER, MORTAL!
;)

regards
Jakub
--
RLDev Code v.0.6
L:C++ E+++ T- R- P+ D- G+ F:Crawl !RL RLA+ W:SF
!Q AI+++ GFX-- SFX-- RN+ PO- Hp++ Re--- S+++

www.xenocide.w.pl - SF roguelike in development


konijn

unread,
Sep 6, 2002, 10:15:42 AM9/6/02
to
Hmmm,

I like your code, but saying that Windows is P--- is ... you know.
Also R--- because I want to follow Angband style is ... you know.

Good idea.

-- Tom Demuyt
RLDev Code v.0.6
L:J !R !P !D !G !GFX !SFX W:DF
E+++ Q+++ AI+++ RNG+++
T++|T-- PO++ Hp+++
F:Ey RL- RLA+ Re-- S++

"Kornel \"Anubis\" Kisielewicz" <anu...@felis7.civ.pl> wrote in message news:<al82et$39r$4...@news.tpi.pl>...

Warui

unread,
Sep 5, 2002, 6:29:59 PM9/5/02
to
This is what I found in an old dungeon carved on the floor by Kornel
"Anubis" Kisielewicz (anu...@felis7.civ.pl) :
>> recieves --> receives
>
> Kheh -- this one means a lot to me --> I have have it everywhere in
> the GenRogue source code: RecieveEvent, RecieveDamage, RecievePlot...
> Hell!


Another point in discussion on "not open programming" - spelling mistakes :)

>> realy powerfull --> really powerful
>>
>> (uh oh, the "l"s are wandering around! next, they will be breeding!)
>
> yeah, noticed that too late :)

Watch out for lizards ! :)

--
Warui

"- [...] jesteś uzależniony ?
- Nie stać mnie na to."
Joan D.Vinge "Psychotronik"


Warui

unread,
Sep 5, 2002, 6:38:36 PM9/5/02
to
This is what I found in an old dungeon carved on the floor by Kornel
"Anubis" Kisielewicz (anu...@felis7.civ.pl) :

>> [...]


>>> "Re": Realism in the roguelike
>>> Re+++ You can die because of disease, rusty weapon wounds, or the
>>> after-effects of an out-dated portion of speed
>>
>> Out-dated dose of amphetamine ? :)
>
> ROTFL!!!!!!!
> Ooops. Potion of speed :))))))))

But I think I'll do some research on "can amphetamine become out-dated".
Just in case I will have to spend lots of houres on D&D (no dungeons, no
dragons :).

[...]


>> Here's mine:
>
> R-- How many do you plan? :-)

Don't ask me. Ask D&D (no dungeons, no dragons:).

> RL--- Anti-purist, huh :)

Rather, open-minded half-purist :))) But D&D (no dungeons, no dragons:) will
be very near RL+++.

> RLA-- Actually two of those :).

Three :) prgkr, rgrd and rgra. So it should be RLA-.

Kornel "Anubis" Kisielewicz

unread,
Sep 6, 2002, 5:35:51 AM9/6/02
to
Uzytkownik "Hansjörg Malthaner" <hansjoerg...@danet.de> napisal
w wiadomosci news:3D787495...@danet.de...

> Kornel \"Anubis\" Kisielewicz wrote:
>
> > Re+++ You can die because of disease, rusty weapon wounds, or the
> > after-effects of an out-dated portion of speed
>
> I think this a nice idea. Outdated food can poison or kill you.
Outdated
> potions can do all kind of weird effects - including exploding (fire
damage,
> poison damage, shards?) in your backpack.

You wrote your roguelike supposed to be Re-- :). Yeah, I plan adding
potion after-effects in GenRogue. If you have a weak metabolism,
either stop using potions or prepare a withdraw potion. More powerful
potions may kill you without a withdrawal potion.

regards,
--


Kornel "Anubis" Kisielewicz ( kis...@fulbrightweb.org )

Kornel "Anubis" Kisielewicz

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Sep 6, 2002, 5:45:13 AM9/6/02
to
Użytkownik "Michael Hahn" <MHah...@Comcast.net> napisał w wiadomości
news:2eTd9.463922$2p2.18...@bin4.nnrp.aus1.giganews.com...

>
> Here's mine:
>
> --
> Michael Hahn
> L:Java E++ T- R- !P D++

Wow. What's the name of the project?

G++ Nice!
RL--- Anti-puritan :)
!RLA LOL :)
Q++
RN++++ Oho! Any special ideas?

regards,

Kornel "Anubis" Kisielewicz

unread,
Sep 6, 2002, 6:08:11 AM9/6/02
to
Uzytkownik "Hansjörg Malthaner" <hansjoerg...@danet.de> napisal
w wiadomosci news:3D785C55...@danet.de...

> Kornel \"Anubis\" Kisielewicz wrote:
> >
> > Uzytkownik "Hansjörg Malthaner" <z59...@z.zgs.de> napisal w
> > wiadomosci news:3D77BCE9...@z.zgs.de...
> > F:V -- Vanilla? I never would guess...
>
> My RL history: I think in 1994 I found Moria on a Linux CD and
played it. I
[cut[

> from end of August 2001.

I started with FAngband found on the ftp.funet.fi server 8 years ago.
I played a bit then forgot about it (about that time I tried to create
Amberdale -- a first roguelike attempt). Until I found ADoM... then I
got completely mad over ASCII roguelikes... Played most of them...

> > RLA+ -- Oh, don't be so modest there's the simugraph library:
RLA++
>
> Uh, from the unfortunate Iso-Angband project. Yes, it's still
available from
> the public ToME CVS. But I'd rather like to forget that I worked on
> Iso-Angband.

I mean the amount of useful documents on library.simygraph.com! That
would be RLA++. SLibrary and roguelikedevelopment.org are the two main
sources for roguelike development.

> > PO- The way i see it it's rather PO+. PO- is something like ...
H-W
> > 0.0.4
>
> No magic, no ranged combat in 0.1.0
> Once those are added, I'll upgrade to PO+

Well ok :).

> > Hp++ 9999 :)
>
> "The gods of debugging code resurrect you"
>
> Well, I understood that the point is the difference between starting
and
> end-game hitpoints. While Angband goes from 10 to 1000, I want to
have a
> raise of no more than 300% - still much, but not so much as in
Angband.

I was just kidding of course :).

Kornel "Anubis" Kisielewicz

unread,
Sep 6, 2002, 5:47:57 AM9/6/02
to
Użytkownik "Gero Kunter" <gero....@epost.de> napisał w wiadomości
news:al9p88$d78$1...@surz18.uni-marburg.de...

!RL Khe he :)

W:AS(?) -- what is that?

regards,

Kornel "Anubis" Kisielewicz

unread,
Sep 6, 2002, 12:02:59 PM9/6/02
to
Uzytkownik "konijn" <kende...@hotmail.com> napisal w wiadomosci
news:ab7ca5c9.02090...@posting.google.com...
> Hmmm,

Wow ! Cut your relply's while replying :).

> I like your code, but saying that Windows is P--- is ... you know.

Notice that it's ONLY Windows -- that's the most common
non-portability problem :).

> Also R--- because I want to follow Angband style is ... you know.

I don't say Angband is bad -- I just say that the DND-like system used
in Angband is rather unrealistic.

> Good idea.

Thanks

> -- Tom Demuyt
> RLDev Code v.0.6
> L:J !R !P !D !G !GFX !SFX W:DF
> E+++ Q+++ AI+++ RNG+++

Wow ;). Maybe more info?

> T++|T-- ???
> PO++

How come I don't know anything about it????

> Hp+++
> F:Ey RL- RLA+ Re-- S++

regards,

Warui

unread,
Sep 6, 2002, 2:47:40 PM9/6/02
to
This is what I found in an old dungeon carved on the floor by Greg
McIntyre (gr...@puyo.cjb.net) :
> W:CthP

CthulhuPunk ? :)

Kornel "Anubis" Kisielewicz

unread,
Sep 7, 2002, 5:34:57 AM9/7/02
to
Użytkownik "Warui" <waru...@SPAM.poczta.fm> napisał w wiadomości
news:alafdb$lch$2...@news.tpi.pl...

> This is what I found in an old dungeon carved on the floor by Kornel
> "Anubis" Kisielewicz (anu...@felis7.civ.pl) :
> >> recieves --> receives
> >
> > Kheh -- this one means a lot to me --> I have have it everywhere
in
> > the GenRogue source code: RecieveEvent, RecieveDamage,
RecievePlot...
> > Hell!
>
> Another point in discussion on "not open programming" - spelling
mistakes :)

But this one is truly annoying, because now I know how to spell that,
so I get multiple "unknown command" messages :).

> > yeah, noticed that too late :)
>
> Watch out for lizards ! :)

Kheh -- they were in rewrites 5-7 :)

regards,
--
Kornel "Anubis" Kisielewicz

Kornel "Anubis" Kisielewicz

unread,
Sep 7, 2002, 5:39:57 AM9/7/02
to
Użytkownik "jakub" <ja...@mks.com.pl> napisał w wiadomości
news:al9vdg$pol$1...@news.tpi.pl...

> > regards, and I'm waiting for your codes and opinions :),
>
> "F": Favourite Roguelike
>
> Xom says:
> YOU FORGOT ABOUT CRAWL??? SUFFER, MORTAL!
> ;)

I'll fix that ;).

> regards
> Jakub
> --
> RLDev Code v.0.6
> L:C++ E+++ T- R- P+ D- G+ F:Crawl

!RL Another one that doesn't care, huh? :)
!Q No quests?
AI+++ Heh, ambitious :)
GFX-- SFX-- But you could implement that if you had those?
Re--- S+++ Aren't those two on the contrary? I realy like the second
one. though :)

Greg McIntyre

unread,
Sep 7, 2002, 9:09:57 AM9/7/02
to
> > W:CthP
>
> CthulhuPunk ? :)

Of course. :)

--
Greg McIntyre
gr...@puyo.cjb.net
http://puyo.cjb.net

Gero Kunter

unread,
Sep 7, 2002, 9:23:31 AM9/7/02
to
"Kornel \"Anubis\" Kisielewicz" <anu...@felis7.civ.pl> wrote:
> W:AS(?) -- what is that?

A typo: what I meant was "W:AF(?)" -- the question mark is there because I
don't have a clear idea what "Alternative Fantasy" is. I suppose something
that isn't your generic medieval, D&D-esque fantasy setting, but still has
magic, fantastic creatures and the like. By the way, what about adding a
"!W -- Genre? Leave that to the reviewers!" code? One thing that I've
learned during the last couple of weeks at r.g.r.d. is that I'm very much a
"!RL !W" person! :)

Cheers, Gero

--
Gero Kunter (gero....@epost.de)
COSE Website: http://www.mathematik.uni-marburg.de/~kunter/cose

Joseph Hewitt

unread,
Sep 7, 2002, 10:12:26 AM9/7/02
to
Let me see...

L:FP E- T+ R+ P++ D+ G+
!RL ?RLA W:MH Q++
?AI GFX+++ RN++ PO++ HP+ Re+ S+

I think that covers it.

- Joseph Hewitt

Warui

unread,
Sep 7, 2002, 10:43:09 AM9/7/02
to
This is what I found in an old dungeon carved on the floor by Greg
McIntyre (gr...@puyo.cjb.net) :
>>> W:CthP
>>
>> CthulhuPunk ? :)
>
> Of course. :)

It's been years since I last hear of it and I remember that I was very keen
on it.
I can't wait for a playable version. :)))

Greg McIntyre

unread,
Sep 7, 2002, 10:52:34 AM9/7/02
to
I like your personalised little responses to each code, Anubis. Can I
call you Anubis?

> T--- Oh, you poor guy :(

Lots of reasons for that. University. Life. Fiancee. Tactics Ogre.


> R++ Kheh, another one with at least 3 rewrites on his back :)

1st: C++ (memory mangement woes, scripting woes,
general difficulty woes, scripting woes)
2nd: Eiffel/C++ (extension woes, long compiling time woes,
scripting woes)
3nd: Java/C++ (ugly language woes, scripting woes, but
getting warmer)
4th: Ruby/C++ (content!!)

Funnily enough, versions 1-3 all lasted about 1 year each.


> RL--- Another anti-puritan :)
> BTW, As you see this definition is the most popular one. Let's make
> it the standard rgrd definition :)

I think so. But it's the RL+++ people who get so stroppy about it and
the RL--- people who don't care so much. ;)


> W:CthP CthuluPunk?

Yup. Maybe not exactly what Shade is, but it's the simplest way I can
describe it. ;) Horror Cyberpunk or Mysterious Supernatural Dark
Fantasy Cyberpunk might be a bit closer. I don't have any Mythos
references in particular, but its a similar flavour.


> Q+++ Oh yes, yes, yes
> RN+++ Again yes, yes....
> 1/2 PO-- What is that "1/2"?

The 1/2 was a half for the end of RN. RN+++1/2 ;) My plans are
somewhere between your definitions for RN+++ and RN++++.

RN++++ The whole world will be random, random quests, random dialogs,
random plot
RN+++ Same as above, but the plot will be fixed

My game uses a lot of 'controlled random selection from a predefined
set', which IMHO doesn't quite fall into either category.

This is a useful opportunity for me to express what I have in mind, as
I haven't written it down yet, it's mostly in my head.


Randomness In Shade
-------------------

World: Predefined maps randomly shuffled about by area in tree
structures. Something like...

NEXUS -> RESIDENTIAL -> Shop
-> Mickey's house
-> Jonowan's house
-> Dooby's house
-> ...
-> INDUSTRIAL ->

That is, Where these things are placed in the game world isn't
too important, as long as there's a residential area, an
industrial one, etc. Blocking and sectioning of maps to
prevent player roaming is done at the predefined level. The
fact that its a space colony gives me a bit of an excuse for
modular layouts (aka 'planned'). ;)

I haven't paid this topic much thought. I'm happy with
minimalistic randomisation here, as the game is more
plot-oriented than exploration-oriented.

Quests: Predefined, with 'roles' applicable to characters currently in
the game, randomly triggered in an orchestrated way. Called
'plot arcs' or just 'arcs' in Shade.

Plot: Composed of quests. See Quests.

Dialog: Random, using formal language expansion. Dialog semantics are
expressed by the 'roles' in a quest as sets of non-terminating
symbols and expressed by the characters to the player via
expansion of those symbols.

Pseudo-example (in Ruby):

if stress[kidnapVictim] > StressThreshold
say("@GET_ATTENTION @GENERAL_ABUSE @IM_FRUSTRATED with
@PARTY_MEMBERS[tone=derogatory] @IM_LEAVING")
end

This could be expanded to numerous sentences by characters who
would lend their own mannerisms to it. For example, the Cockney
character might include these expansions:

GET_ATTENTION -> oi! Joe Soap!
GENERAL_ABUSE -> what's your number?
IM_FRUSTRATED -> i've 'ad just abou' enough @ANTICS
fer @TIMESPAN.
-> i'm on the floor!
PARTY_MEMBERS[tone=derogatory] -> ya toby jugs.
ANTICS -> runnin' abou'
ANTICS -> toin' an' froin'
TIMESPAN -> one day
TIMESPAN -> me entire life

Or something. Excuse my horrible Cockney, apparently there
won't be any Cockney characters in the game. ;) I just wanted
something distinct.

There are a number of generic expansions to cover most
situations and provide for varied sentence expansion, included
by all characters. In situations where there is no expansion
available, an error is logged and an ellipsis used. (This
might be fine for quiet characters.) This is all modelled in
Ruby. A characters' linguistic abilities can be defined like
this:

class MyCrazyWellTravelledCharacter < Character
include Language::Common
include Language::Technical
include Language::Jamaican
include Language::Cockney

add_language 'crazyone.lang' # custom expansions

# ...

end

This will be loads of fun and very chaotic! I want to write a few plot
arcs and characters and play with these ideas in a test harness. Even
if the idea doesn't work perfectly, I think it would make the game a
lot of fun to play, and the set of language expansions *maaay* be
polished and expanded by the playing community over time. (Assuming it
ever nears completion which it won't.)

The only major major major major (Catch 22 reference ahoy!) drawback
to this system that I can forsee (besides the abundant chaos) is that
it would be virtually impossible to internationalise.

What do people think? Am I nucking futs? Have those of you who read IF
newsgroups seen this attempted before?

Anyway, bedtime, statistics assignment tomorrow. *SIGH*

Dark Fiber

unread,
Sep 7, 2002, 11:33:09 AM9/7/02
to
On Thu, 5 Sep 2002 18:47:41 +0200, "Kornel \"Anubis\" Kisielewicz"
<anu...@felis7.civ.pl> wrote:

>
>
> RL Developer Code
> Version 0.6.0
> Designed by Kornel "Anubis" Kisielewicz
> (kis...@fulbrightweb.org)
>

after some thought...

L:C E+++ T- R+++ P++ D- G- F:Larn RL+ RLA+ W:F Q+ AI++ !GFX !SFX RN++
PO+ Hp-

-- Dark Fiber <yakum...@hotmail.com> --
[FAQ] Write Your Own Operating System
http://www.mega-tokyo.com/os
Roguelike News II
http://www.mega-tokyo.com/rlnews
Sarien Sierra AGI Emulator
http://www.mega-tokyo.com/sarien
3x3 Eyes Fanfiction Archive
http://www.mega-tokyo.com/pai

R Dan Henry

unread,
Sep 7, 2002, 3:43:32 PM9/7/02
to
On Thu, 5 Sep 2002 18:47:41 +0200, in a fit of madness "Kornel
\"Anubis\" Kisielewicz" <anu...@felis7.civ.pl> declared:

>"L": Language used to program your roguelike project.

L:C(?)

(?) indicates that I expect to use C, but haven't started coding yet,
so I might yet change my mind, after all, my original roguelike is
mostly waiting until I've got my Angband variant going.

>E--- I'm learning while I write a roguelike

I *did* write a few simple programs that could be called finished, a
long, long time ago, but I'm pretty much starting from scratch at this
point. One reason to do a variant first.

>T- From time to time

I suppose. The descriptions here are rather vague. But it has been
hard to find time when I haven't been too tired or distracted to be
effective.

>R--- I do not program yet

I've just reached the point of putting together my first design
document instead of scattered notes and rgrd discussions.

>P+ I try to keep the code portable.

Although when someone tried to port it, I'll find out I missed some
things.

>D++ I had many notes and information before I started coding

I'm not going to wait until I have every detail worked out, but by the
time I am ready to start coding, I should have a lot of structured
information to guide me. I anticipates changes and additions as I go,
which is why I'm not aiming for D+++.

*G Engine will not be "generic", I plan to do a fantasy game with
similar mechanic, but it will require some serious rewriting of some
parts of the code. And I have no idea yet if I'll have info files of
any sort.

>F:V Vanilla Angband

It'd be Moria if Moria had Angband's UI improvements, though.

RL: other

None of your descriptions fit, as I am traditionalist in many ways,
but see neither a "dungeon" setting nor *D&D cloning to be either
necessary or distinctive roguelike features.

>RLA+ I'm a FAQ maintainer, or wrote a roguelike article, or created
>a roguelike document

A couple of my rgrd posts have been archived on development pages, so
I guess those count as roguelike articles.

>W:SF Science Fiction

With one or two other genres based on much of the same code, maybe.

>?Q What is a quest?

Seriously. It's a commonly used term, but frankly, often refers to
things I would never call a quest in anything but a roguelike. "Kill 6
orcs and I'll give you the Nailclippers of Niftiness" is not a quest,
it is a bounty hunt. Anyway I will have "jobs" and "goals" possible
other categories of "long- or middle-term things to do".

>AI++ The NPCs will behave quite reasonable, will flee, band together,
>pickup and use items.

Note that none of this involves AI, only behavioral algorithms. It's
really unfortunate and annoying the way AI gets used to describe any
sort of "character behavior" programming, but I suppose it's more
cool-sounding than an accurate name.

I'd really rather see "behavioral algorithms" used (BA). And then
BA++++ would be "I plan to implement a true AI".

>!GFX Pure ASCII rulez!

Which is not to say that if after the actual game is developed,
someone wanted to offer tiles, I wouldn't do a bit of work to help
support pictures for those who want them.

>!SFX A roguelike with sound? Buhahahaha...

>RN++++ The whole world will be random, random quests, random dialogs,
>random plot

Random rules, random skill sets, random UI features, random bugs,
random credit screens, random... uh, getting carried away here.

>!PO I didn't do anything yet!

>Hp- Fully skillbased

Of course, fully skillbased doesn't mean you can't have hit point
inflation(*) any more than levelbased means you have to have it, so I
think this section could be rewritten.

(*) All you need is a Hit Points skill.

>Re++ Each fight is dangerous

To a certain degree this seems less "realism" than "how will you kill
the PC" by the descriptions. I am not aiming for realism, only
including realistic game challenges in order to get flavor, which is
why I didn't put Re+++, but I will have a basic nutrition model.
Better eat a more varied diet than randomberries.

>S+ (ADoM) From time to time a funny in-game situation is fun

Randomization may give some amusing or grim worlds/situations, but
there will be some tongue-in-cheek stuff among the gee-whiz high-tech
gizmos. On that note, would anyone one like to see his/her name
inserted into my game? I've lots of niches to fill.

So it's:

L:C(?) E--- T- R--- P+ D++ *G F:V RL: other RLA+ W:SF ?Q AI++
!GFX !SFX RN++++ !PO Hp- Re++ S+

--
R. Dan Henry
rdan...@earthlink.net
They can have my ASCII graphics when they pry them
from my cold dead (c) and (d) slots.

R Dan Henry

unread,
Sep 7, 2002, 3:43:42 PM9/7/02
to
On Fri, 06 Sep 2002 11:25:41 +0200, in a fit of madness Hansjörg
Malthaner <hansjoerg...@danet.de> declared:

>Kornel \"Anubis\" Kisielewicz wrote:
>
>> Re+++ You can die because of disease, rusty weapon wounds, or the
>> after-effects of an out-dated portion of speed
>
>I think this a nice idea. Outdated food can poison or kill you. Outdated
>potions can do all kind of weird effects - including exploding (fire damage,
>poison damage, shards?) in your backpack.

Food is unlikely to become dangerous without it becoming obvious, so
Adom-style aging probably is the most sensible. How quickly should
potions go bad? Most medicines, explosives, and such in real life tend
to have shelf-lives of years and even then the effect is usually just
potentially reduced effectiveness, with some explosives becoming
easier to set off (but sometimes with visible signs).

>Are timed bombs useful in roguelikes? A rogue could sneakily roll a nearly
>outdated potion of detonation into a room full of spiders and wait a while.

Timed explosive, yes, they would be useful. But even an unstable
explosive isn't going to go off just because the expiration date has
passed. The difference between fresh and bad explosive would be
something like this: Unless you 'a'pply a detonator, the fresh
explosive will not go off, whereas the bad explosive will go off if
you 'k'ick it. A fireball hit may or may not set it off depending on
the type of explosive.

>What about scrolls that burn up once their date is reached. And wands/staves
>that loose one charge every few days :)

Scrolls going bad, I don't see. Letting them be vulnerable to fire and
water is quite bad enough without arbitrary losses. Now, wands/staves
that leak off their charges over time is another thing. Which would
imply that 'found' wands would never be charged. However, there could
be ways around all of these vulnerabilities. Refrigeration, a Sack of
Timeless Storage, a Spell of Mana Insulation on the wands...

The main effect of this scheme would be to create a 'use it or lose
it' situation. If this is an effect you want, this could be a
promising approach.

Kornel "Anubis" Kisielewicz

unread,
Sep 7, 2002, 3:00:04 PM9/7/02
to
Uzytkownik "Greg McIntyre" <gr...@puyo.cjb.net> napisal w wiadomosci
news:20020908005234...@puyo.cjb.net...

> I like your personalised little responses to each code, Anubis.

But yours went by accident on private mail (wrong button :). An answer
to each, cause I need to support what I created :). Seriously though,
now I can know the projects that you all people are doing better. Not
to mention the fact that the first line of the code let's us know each
other in a little way as PEOPLE an not as POSTERS. There are people
that are against destroying the anonymousness of the newsgroups, but I
think that rgrd is not only a newsgroup but a COMMUNITY, and as a
community we should know each other better -- RLDCode is a first step
on that path.

> Can I
> call you Anubis?

In the light of what I wrote above -- can you imagine I would say
"no"? ;)))

> > T--- Oh, you poor guy :(
>
> Lots of reasons for that. University. Life. Fiancee. Tactics Ogre.

Ekch... The previous to last thing in that list is eating my RLDev
time in horrendous speed now ;)

> > R++ Kheh, another one with at least 3 rewrites on his back :)
>
> 1st: C++ (memory mangement woes, scripting woes,
> general difficulty woes, scripting woes)
> 2nd: Eiffel/C++ (extension woes, long compiling time woes,
> scripting woes)
> 3nd: Java/C++ (ugly language woes, scripting woes, but
> getting warmer)
> 4th: Ruby/C++ (content!!)

Kheh. Let's hope that it's the last rewrite...

> > W:CthP CthuluPunk?
>
> Yup. Maybe not exactly what Shade is, but it's the simplest way I
can
> describe it. ;) Horror Cyberpunk or Mysterious Supernatural Dark
> Fantasy Cyberpunk might be a bit closer. I don't have any Mythos
> references in particular, but its a similar flavour.

I like that. I used to run a few P&P RPG sessions that were a
combination of Cyberpunk and Call of Cthulu -- Basicaly Mythos in the
year 2020... Those were beautiful times...

> Randomness In Shade
> -------------------
>
> World: Predefined maps randomly shuffled about by area in tree
> structures. Something like...
>
> NEXUS -> RESIDENTIAL -> Shop
> -> Mickey's house
> -> Jonowan's house
> -> Dooby's house
> -> ...
> -> INDUSTRIAL ->
>
> That is, Where these things are placed in the game world
isn't
> too important, as long as there's a residential area, an
> industrial one, etc. Blocking and sectioning of maps to
> prevent player roaming is done at the predefined level. The
> fact that its a space colony gives me a bit of an excuse for
> modular layouts (aka 'planned'). ;)
>
> I haven't paid this topic much thought. I'm happy with
> minimalistic randomisation here, as the game is more
> plot-oriented than exploration-oriented.

Something like UFOs half-randomness -- creating the world from
templates, huh? GenRogue in many places uses a similar approach.

> Quests: Predefined, with 'roles' applicable to characters currently
in
> the game, randomly triggered in an orchestrated way. Called
> 'plot arcs' or just 'arcs' in Shade.

Hmm... interesting...

> Pseudo-example (in Ruby):
>
> if stress[kidnapVictim] > StressThreshold
> say("@GET_ATTENTION @GENERAL_ABUSE @IM_FRUSTRATED with
> @PARTY_MEMBERS[tone=derogatory] @IM_LEAVING")
> end

Yeah, I get the idea. In GenRogue I use a branch system for dialogs,
that has so many branches, that getting the same message twice is
hard.

> This will be loads of fun and very chaotic!

Hell true :).

> I want to write a few plot
> arcs and characters and play with these ideas in a test harness.
Even
> if the idea doesn't work perfectly, I think it would make the game a
> lot of fun to play, and the set of language expansions *maaay* be
> polished and expanded by the playing community over time. (Assuming
it
> ever nears completion which it won't.)

Why not ? ;) Be an optimist -- it's easier.

> The only major major major major (Catch 22 reference ahoy!)

[Great book BTW]

> drawback
> to this system that I can forsee (besides the abundant chaos) is
that
> it would be virtually impossible to internationalise.

Even ADoM isn't translated.

> What do people think? Am I nucking futs? Have those of you who read
IF
> newsgroups seen this attempted before?

Futs? Nucking Futs? If you are futs, so am I. I plan a random
background plot generator -- how crazy can ine get?

> Anyway, bedtime, statistics assignment tomorrow. *SIGH*

1d6 damage. Statisticaly 3,5 :)

Kornel "Anubis" Kisielewicz

unread,
Sep 7, 2002, 3:03:25 PM9/7/02
to
Użytkownik "Gero Kunter" <gero....@epost.de> napisał w wiadomości
news:alcukj$nlg$1...@surz18.uni-marburg.de...

> "Kornel \"Anubis\" Kisielewicz" <anu...@felis7.civ.pl> wrote:
> > W:AS(?) -- what is that?
>
> A typo: what I meant was "W:AF(?)" -- the question mark is there
because I
> don't have a clear idea what "Alternative Fantasy" is. I suppose
something
> that isn't your generic medieval, D&D-esque fantasy setting, but
still has
> magic, fantastic creatures and the like.

True.

> By the way, what about adding a
> "!W -- Genre? Leave that to the reviewers!" code?

Heh, a good one -- I'll drop it right in.

> One thing that I've
> learned during the last couple of weeks at r.g.r.d. is that I'm very
much a
> "!RL !W" person! :)

Kheh, many of us are... ;)

Kornel "Anubis" Kisielewicz

unread,
Sep 7, 2002, 3:07:31 PM9/7/02
to
Uzytkownik "Dark Fiber" <yakum...@hotmail.com> napisal w wiadomosci
news:9u6knu8vnbaj30t04...@4ax.com...

> On Thu, 5 Sep 2002 18:47:41 +0200, "Kornel \"Anubis\" Kisielewicz"
> <anu...@felis7.civ.pl> wrote:
>
> after some thought...
>
> L:C

Pure C?

> E+++

Seems we have quite many professional programmers here.
[Bjorn -- How about a poll on that?]

> R+++

Wow! I don't feel so special anymore :).

> RL+

At least one puritan :).

!GFX !SFX

Puritan again :).

> Hp-

So you're going away from D&D?

Kornel "Anubis" Kisielewicz

unread,
Sep 7, 2002, 3:13:33 PM9/7/02
to
Uzytkownik "Joseph Hewitt" <pyrr...@hotmail.com> napisal w wiadomosci
news:eedfa948.0209...@posting.google.com...
> Let me see...

> E- T+ R+ P++ D+ G+

Actually as I see it, GearHead is something in between G+/G++

>?RLA
A new entry? I would say RLA+

> ?AI
Still thinking about it, huh?

> GFX+++
:-))))))))))) What about SFX?

> RN++
True!!

Dark Fiber

unread,
Sep 8, 2002, 5:55:37 AM9/8/02
to
On Sat, 7 Sep 2002 21:07:31 +0200, "Kornel \"Anubis\" Kisielewicz"
<anu...@felis7.civ.pl> wrote:

>
>Pure C?

well... depends if I leave the 'small' AMX script engine in it
or not, but the AMX is entirley written in C ;) only small-scripts
are written in 'small c' like syntax...

>> R+++
>
>Wow! I don't feel so special anymore :).

I've written and re-written and re-written >>5+++ times.
underdark has been in development for more than 4 years or
something, and I never get far without doing another rewrite
of some entire subsystem or the whole lot. the overland subsystem
has never appeared in a public release of underdark. its had about
10 rewrites, and I never liked any of them. ^_^

>
>> Hp-
>
>So you're going away from D&D?
>

yep. all skill system based, and even then I was moving
away from a number %100 skill system to a fudge style

excellent
very good
good
poor
very poor
abysmal
none

type system. that way none of your skills could attain 100%,
since even the best never get everythting 100% spot on all
the time, the fudge system allows for plenty of leeway,
it also means a bit of a cleaner system.

Greg McIntyre

unread,
Sep 8, 2002, 12:29:06 PM9/8/02
to

> Not to mention the fact that the first line of the code let's us
> know each other in a little way as PEOPLE an not as POSTERS. There
> are people that are against destroying the anonymousness of the
> newsgroups, but I think that rgrd is not only a newsgroup but a
> COMMUNITY, and as a community we should know each other better --
> RLDCode is a first step on that path.

Ain't that the TRUTH? Amen, brother.


> I like that. I used to run a few P&P RPG sessions that were a
> combination of Cyberpunk and Call of Cthulu -- Basicaly Mythos in
> the year 2020... Those were beautiful times...

I played around with Shadowrun a bit but got sick of the pansy elves,
overly complicated rules and sterile, rules-burdened atmosphere. The
SNES Shadowrun game inspired me somewhat more. And I've played a
little Cthulhu and read a lot more. And, of course, I've got my GURPs
Cthulupunk book (not that I've ever played GURPs). Good read though.
;)


> Something like UFOs half-randomness -- creating the world from
> templates, huh? GenRogue in many places uses a similar approach.

Hrm... IIRC (which I probably don't), UFO's maps were all predefined.
Maybe I'm thinking of X-Com: Apocalypse. Ah, I don't know! I suspect
I'm just showing my ignorance.

But yes, something like that. Like I said, I'm not too fussed, and
will probably end up nicking another game's method to save myself the
trouble of working out the specifics.


> Yeah, I get the idea. In GenRogue I use a branch system for dialogs,
> that has so many branches, that getting the same message twice is
> hard.

How does that work then? Different to my approach?

Greg McIntyre

unread,
Sep 8, 2002, 12:32:05 PM9/8/02
to
> yep. all skill system based, and even then I was moving away from a
> number %100 skill system to a fudge style
>
> excellent
> very good
> good
> poor
> very poor
> abysmal
> none
>
> type system. that way none of your skills could attain 100%, since
> even the best never get everythting 100% spot on all the time, the
> fudge system allows for plenty of leeway, it also means a bit of a
> cleaner system.

Rocking!! Go for it! I like Fudge. :)

Jan Drahokoupil

unread,
Sep 9, 2002, 4:35:56 AM9/9/02
to
"Kornel \"Anubis\" Kisielewicz" <anu...@felis7.civ.pl> wrote in message news:<al82et$39r$4...@news.tpi.pl>...

<reasonably shortened>

> I encourage to at least post your code once, so someone can collect
> them and post somewhere :).

L:FP E+++ T++ R+++ P++ D+++ G+++ RL-- RLA- F:ADoM
The Elder Realms (http://www.volny.cz/genocide)
W:DF Q+++ AI+++ !GFX SFX+++ RN++++ PO--- Hp- Re+++ S++

> regards, and I'm waiting for your codes and opinions :)

here you are.. Anubis

just my personal notes about categories

"W" - this will be rather the medieval times real simulation with
elements of supernatural cause
"GFX" - what about option:
"I'd like graphics,ASCII rulez,but not because I'm poor artist"

btw. I'm FreePascal maniac too ;)

konijn

unread,
Sep 9, 2002, 4:36:37 AM9/9/02
to
"Kornel \"Anubis\" Kisielewicz" <anu...@felis7.civ.pl> wrote in message news:<alajvd$el7$2...@news.tpi.pl>...

> Uzytkownik "konijn" <kende...@hotmail.com> napisal w wiadomosci
> news:ab7ca5c9.02090...@posting.google.com...
> > Hmmm,
>
> Wow ! Cut your relply's while replying :).
I often forget this is not Yahoo Groups.

>
> > I like your code, but saying that Windows is P--- is ... you know.
>
> Notice that it's ONLY Windows -- that's the most common
> non-portability problem :).

Yes, but what about only Mac, only Linux , only Taurus...
How about P--- : 1 OS to run it all ( or something like that ).

>
> > Also R--- because I want to follow Angband style is ... you know.
>
> I don't say Angband is bad -- I just say that the DND-like system used
> in Angband is rather unrealistic.

I get your point, it's just that it sounds heretic in a large part of
my brains.

>
> > Good idea.
>
> Thanks
>
> > -- Tom Demuyt
> > RLDev Code v.0.6
> > L:J !R !P !D !G !GFX !SFX W:DF
> > E+++ Q+++ AI+++ RNG+++
>
> Wow ;). Maybe more info?

E+++ : I program already 13 years , when I was still a student minimum
3 hours/day.

Q+++ : The game : roguelike , situated in the 'Halls of Lillith' , you
know Lillith , the first wife of Adam and mother of all vampires
according to White Wolf studios. You start at the first hall, and your
goal is to become one of several things : most wealthy vampire, killer
vampire , most influent vampire, best hit man vampire. For this , you
need to advance through the halls of Lillith. For this you need to
impress/charm/buy/kill the gatekeeper which is 'the boss' off the
level.

Then you get to the next level, with wealthier/more lethal/tougher
vampires.
Each hall has a few palaces of vampires, in the first hall, you have
no palace, in the next halls, you start with a little palace. You can
take over other palaces.

The quest part comes that the halls of Lillith are a pocket univers (
I *love* the concept of pocket universes ). And in the hierarchy that
Lillith created, a vampire gets more power by raiding other universes
for potent artefacts and art items. the raiding is rarely difficult (
although you can aid there ). It is the transport of the items in the
halls themselves that cause problems. Because the halls contain other
things than just vampires. And these things are often very interested
in the loot from those other universes.

Like this, a vampire A can ask you to get an artefact Y from plane Z ,
where vampire B will ask to pay a sum $$$ to get the artefact instead
of vampire A.
And then when he sends a messenger with the money, you could kill the
messenger , keep the money and the artefact.

AI+++ & RNG+++ : You cant do the previous thing without these.

!R -> !RL : I dont care about what is really a roguelike.

!P -> No porting : Well, I am developing simultaneously in VB & Java.
And whatever develops fastest I will continue with , I have done some
little tests to port VB to java, and the results are pretty
encouraging. ( Heresy, heresy ! )

!D -> DesignDocs : I like to drink a Guinness with one or more of my
friends, and then I design things. And whatever idea survives the next
morning I implement. If you play your own game a lot, you dont need
design docs, I think.

!GFX !SFX : I cant draw , I cant play music

!G : I see I made a mistake , it will be G-. Just because I am lazy,
and I would like to have at least 1% chance of finishing it this life
time.

W:DF : Vampires, vampires

>
> > T++|T-- ???
> > PO++
>
> How come I don't know anything about it????

T++|T-- : maybe it should be T++||T-- , it means that I have seizures
of roguelike madness where I spend all my spare minutes playing,
developing, thinking of roguelikes. But when those seizures are over,
they are just a nice pass time. For the moment I am spend quite a
large amount on roguelikes.

PO++ : It is Tyrant II, there should be a downloadable / enjoyable
version on the web on developer.berlios.de , it is really broken now
since I externalized player classes and races and spells and items
etc. Plus the Player object has been through great changes. This makes
that it's a rather large mess, where I need to 2 free days to fix it.
Real life just doesnt want to give that opportunity. After this fix ,
I will make some noise about this RL.

>
> > Hp+++

I love Hp cheese, especially Manga style.

> > F:Ey RL- RLA+ Re-- S++

F:Ey , Ey stole my heart, it's just so good. Before it was ToME but
the skill thing is not to my liking, neither are level 85 novice
rangers.

>
> regards,

jakub

unread,
Sep 9, 2002, 5:38:53 AM9/9/02
to
> !RL Another one that doesn't care, huh? :)

I really don't like these definitions :)

> !Q No quests?

For the first version, no. Maybe later...

> AI+++ Heh, ambitious :)

I think it's the most important think, if i want to make my game
playable. I want to create tactical roguelike...
I just love to create AI for RobotWar games...

> GFX-- SFX-- But you could implement that if you had those?

Yes, but for now there are much important things to do...

> Re--- S+++ Aren't those two on the contrary? I realy like the second
> one. though :)

nope :)
Do you really think that roguelikes are realistic? I don't. :)
The second - i like to have world without funny things...

regards
Jakub
--
www.xenocide.w.pl - SF roguelike in development


Khorne@NNTP

unread,
Sep 9, 2002, 5:48:46 AM9/9/02
to
Tragicznego dnia 9 Sep 2002 01:36:37 -0700, konijn rozwarł[a] paszczę i
wykadził[a]:

> Q+++ : The game : roguelike , situated in the 'Halls of Lillith' , you
> know Lillith , the first wife of Adam and mother of all vampires
> according to White Wolf studios.
Lilith was the first mage, not vampire. The first Vampier was (is) Cain.


--
[/ Khorne <khornie@-poczta.onet.pl> : There are weapons you cannot hold in \]
[: Linux BOfH registered as 246296 : your hand. You hold them in your mind. :]
[\ ICQ #117289698 -=*http://leto.anet5.pl.eu.org*=- /]

konijn

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Sep 9, 2002, 10:43:13 AM9/9/02
to
Khorne@NNTP <kho...@poczta.onet.pl> wrote in message news:<20020909114846....@poczta.onet.pl>...

> Tragicznego dnia 9 Sep 2002 01:36:37 -0700, konijn rozwarł[a] paszczę i
> wykadził[a]:
> > Q+++ : The game : roguelike , situated in the 'Halls of Lillith' , you
> > know Lillith , the first wife of Adam and mother of all vampires
> > according to White Wolf studios.
> Lilith was the first mage, not vampire. The first Vampier was (is) Cain.
>

Oops, my mistake.

Joseph Hewitt

unread,
Sep 9, 2002, 10:46:45 AM9/9/02
to
> >?RLA
> A new entry? I would say RLA+

Well, you didn't have an entry for "made a semi-popular playable
roguelike, sometimes talks aimlessly on the newsgroups", so I didn't
really know what to write.

> > ?AI
> Still thinking about it, huh?

?AI: I want better AI than I think I'll be able to program. :)

> > GFX+++
> :-))))))))))) What about SFX?

I guess that when the time comes to add graphics I'll also add sound.
I don't usually play games with the sound on unless the sound is
important to the game, so I'm probably guilty of underestimating the
importance of SFX. In any case I doubt that I'd be able to get the SFX
I want for GearHead: an original instrumental soundtrack composed by
"The Leningrad Cowboys". So, when sound does get added to GearHead,
most of the effects will probably just be me banging the microphone
off items around my house.

- Joseph Hewitt
--
DeadCold > http://www.geocities.com/pyrrho12/programming/deadcold/index.html
GearHead > http://www.geocities.com/pyrrho12/programming/gearhead/index.html

Björn Bergström

unread,
Sep 9, 2002, 12:09:22 PM9/9/02
to
"jakub" <ja...@mks.com.pl> skrev i meddelandet
news:alhr78$sah$1...@news.tpi.pl...

> > !RL Another one that doesn't care, huh? :)
>
> I really don't like these definitions :)
>
> > !Q No quests?
>
> For the first version, no. Maybe later...
>
> > AI+++ Heh, ambitious :)
>
> I think it's the most important think, if i want to make my game
> playable. I want to create tactical roguelike...
> I just love to create AI for RobotWar games...

It seems like you're on the right track there Jakub. According to the
current poll at my site on what needs to be improved the most in todays RLs,
a third of all votes goes to the AI.

What improvements did you have in mind? What will make Xenocide something
special?

[snip]

>
> regards
> Jakub
> --
> www.xenocide.w.pl - SF roguelike in development

--
Björn Bergström
L:C++ E+ T- R+ P+ D-- G+ F:V RL-- RLA++
W:F Q+++ AI++ GFX+ !SFX RN+++ PO+ Hp- Re+ S++
Dungeondweller (http://roguelikedevelopment.org/dungeondweller/)
Roguelike Development (http://roguelikedevelopment.org)

i0lanthe

unread,
Sep 9, 2002, 1:00:49 PM9/9/02
to
"Kornel \"Anubis\" Kisielewicz" <anu...@felis7.civ.pl> wrote in message news:<al8if3$he6$4...@news.tpi.pl>...

> E+(+++) -- Programmer, but for PalmOS only as a hobby?

Yes. Also I leave open the question of whether "graduate student"
is a professional programmer... some days there is not a lot of
programming and other days there is not a lot of professionalism ;)

> ?R ? :)

Since I port other people's games, it is hard to say what is a rewrite..

> P~~~ Let me guess... PalmOS only? ;)

Yes, I take P+ code and make it completely unportable :)

> !RLA Who? ;)
> W:F Q-- AI--
> GFX+ On PalmOS? I didn' know that...

GFX+ seemed like the closest equivalent to "you can have tiles, but I'm
not going to draw them for you". I have picked a tile size that is used
by a couple of popular shareware calendar programs for add-on icons,
so there is a freeware editor available. But I think the existing icon
collections were not shapes that anyone would want to use in a game :)
Personally I prefer color ASCII.

> PO++ Not for everyone though :)
>
> regards,


-Bridget

Kornel "Anubis" Kisielewicz

unread,
Sep 9, 2002, 2:33:46 PM9/9/02
to
Uzytkownik "Joseph Hewitt" <pyrr...@hotmail.com> napisal w wiadomosci
news:eedfa948.02090...@posting.google.com...

> > >?RLA
> > A new entry? I would say RLA+
>
> Well, you didn't have an entry for "made a semi-popular playable
> roguelike, sometimes talks aimlessly on the newsgroups", so I didn't
> really know what to write.

RLA+ is the answer :).

> > > ?AI
> > Still thinking about it, huh?
>
> ?AI: I want better AI than I think I'll be able to program. :)

That is not only your problem :)

> > > GFX+++
> > :-))))))))))) What about SFX?
>
> I guess that when the time comes to add graphics I'll also add
sound.
> I don't usually play games with the sound on unless the sound is
> important to the game, so I'm probably guilty of underestimating the
> importance of SFX. In any case I doubt that I'd be able to get the
SFX
> I want for GearHead: an original instrumental soundtrack composed by
> "The Leningrad Cowboys". So, when sound does get added to GearHead,
> most of the effects will probably just be me banging the microphone
> off items around my house.

Kheh...

jakub

unread,
Sep 10, 2002, 5:41:25 AM9/10/02
to
> It seems like you're on the right track there Jakub. According to the
> current poll at my site on what needs to be improved the most in todays
RLs,
> a third of all votes goes to the AI.

> What improvements did you have in mind? What will make Xenocide something
> special?

Only one thing - differences.
I'll have many monster types with different behavior.
Some monsters will be just "find and attack", others will
be able to use items and communicate with others.
My destination in AI is to create "special forces" group which be able
to seize building (level) using anti-terroristic methods.

Warui

unread,
Sep 10, 2002, 3:14:13 PM9/10/02
to
This is what I found in an old dungeon carved on the floor by jakub
(ja...@mks.com.pl) :

> My destination in AI is to create "special forces" group which be able
> to seize building (level) using anti-terroristic methods.

Another episode of "S.W.A.T. - the real story of 'Swing With All mighT'
orc special force"

Orcish (thx to http://hiddenway.tripod.com/waaagh/):
- Alfa 2, Alfa 2, this iz Alfa 1. Du ya 'eer meeb ?
- Loud an cliir, Alfa 1. Woss goin' on ?
- Bad Guy 1 az entereded da level thruu west stairs.
- Roga dat Aplha 1. Weeb proceeded on trii... erk-snorggg... THREEY !!!
Waaagh!!!

English translation:
- Alpha 2, Alpha 2, this is Alpha 1. Do you hear me ?
- Loud and clear, Alpha 1. What's going on ?
- Bad Guy 1 has entered the level through west stairs.
- Roger that Aplha 1. We proceed on three... THREEE !!!

:)

jakub

unread,
Sep 11, 2002, 4:54:54 AM9/11/02
to
> Another episode of "S.W.A.T. - the real story of 'Swing With All mighT'
> orc special force"

lol :)

Unfortunately my game isn't fantasy :)
Hm... but i'll think about Orcish SWAT Team :)

Kornel "Anubis" Kisielewicz

unread,
Sep 12, 2002, 6:13:05 AM9/12/02
to
Uzytkownik "R Dan Henry" <rdan...@earthlink.net> napisal w
wiadomosci news:m0mknus5pu0t1cess...@4ax.com...

> On Thu, 5 Sep 2002 18:47:41 +0200, in a fit of madness "Kornel
> \"Anubis\" Kisielewicz" <anu...@felis7.civ.pl> declared:
>
> >"L": Language used to program your roguelike project.
>
> L:C(?)
>
> (?) indicates that I expect to use C, but haven't started coding
yet,
> so I might yet change my mind, after all, my original roguelike is
> mostly waiting until I've got my Angband variant going.

I wonder wether my project is actually L:FP(?) :-> Nah, I wouldn't
betray pascal :).

> >E--- I'm learning while I write a roguelike
>
> I *did* write a few simple programs that could be called finished, a
> long, long time ago, but I'm pretty much starting from scratch at
this
> point. One reason to do a variant first.

I actually wonder, where in this category am I. I never wrote programs
as a job, never had lessons, but still, I *play* with pascal a good 10
years now.... I wrote a ASCII-graphics X-Wing game, a few unfinished
single-player muds, and a few small games that aren't even worth
showing.... and 8 GR rewrites... I guess that that may qualify as
E+...

> >R--- I do not program yet
>
> I've just reached the point of putting together my first design
> document instead of scattered notes and rgrd discussions.

Kheh :).

> RL: other
>
> None of your descriptions fit, as I am traditionalist in many ways,
> but see neither a "dungeon" setting nor *D&D cloning to be either
> necessary or distinctive roguelike features.

I do not say, that those descriptions are accurate. This scale serves
rather to show if you are a RL puritan or a anti-puritan. What would
be your definition?

> >?Q What is a quest?
>
> Seriously. It's a commonly used term, but frankly, often refers to
> things I would never call a quest in anything but a roguelike. "Kill
6
> orcs and I'll give you the Nailclippers of Niftiness" is not a
quest,
> it is a bounty hunt. Anyway I will have "jobs" and "goals" possible
> other categories of "long- or middle-term things to do".

I agree with you fully. The category is here just because most RL
designers stick to that term. In my opinion thre should be a category
PT (Plot).

> >AI++ The NPCs will behave quite reasonable, will flee, band
together,
> >pickup and use items.
>
> Note that none of this involves AI, only behavioral algorithms. It's
> really unfortunate and annoying the way AI gets used to describe any
> sort of "character behavior" programming, but I suppose it's more
> cool-sounding than an accurate name.
>
> I'd really rather see "behavioral algorithms" used (BA). And then
> BA++++ would be "I plan to implement a true AI".

Actually I also hate the overuse of the term AI. IMHO there is no AI
in any game, nor anywhere in this world. But the term is realy popular
catch-all for creature behaviour in games, so it was also included
here.

> >RN++++ The whole world will be random, random quests, random
dialogs,
> >random plot
>
> Random rules, random skill sets, random UI features, random bugs,
> random credit screens, random... uh, getting carried away here.

Random postcards, random languages, random licences! :)))))

>On that note, would anyone one like to see his/her name
>inserted into my game? I've lots of niches to fill.

Khe, khe , why not (but rather use the nickname -- english readers may
break their tongues on my surname :)) (BTW it's pronounced
Keeshelevitsch -- that's the closest it gets)

Gero Kunter

unread,
Sep 12, 2002, 9:43:48 AM9/12/02
to
"Kornel \"Anubis\" Kisielewicz" <anu...@felis7.civ.pl> wrote:
> "R Dan Henry" <rdan...@earthlink.net> wrote:
[ ... ]

>> I'd really rather see "behavioral algorithms" used (BA). And then
>> BA++++ would be "I plan to implement a true AI".

> Actually I also hate the overuse of the term AI. IMHO there is no AI
> in any game, nor anywhere in this world. But the term is realy popular
> catch-all for creature behaviour in games, so it was also included
> here.

Thanks to the two of you to point this out. I've always used "AI" without
much thought, but I've to admit that the path-finding (not even escape route
planning) or the decision-making in my game would deserve that expression.
"Behavioral algorithms" for me, from now on!

>>[ ... ] On that note, would anyone one like to see his/her name inserted


>>into my game? I've lots of niches to fill.

I'm curious: what niches would that be? NPCs? Is there any reason why you
prefer the names of real people?

Cheers, Gero

--
Gero Kunter (gero....@epost.de)
COSE website: http://www.mathematik.uni-marburg.de/~kunter/cose

Joseph Hewitt

unread,
Sep 12, 2002, 11:46:11 AM9/12/02
to
R Dan Henry <rdan...@earthlink.net> wrote in message news:<m0mknus5pu0t1cess...@4ax.com>...

> >Hp- Fully skillbased
>
> Of course, fully skillbased doesn't mean you can't have hit point
> inflation(*) any more than levelbased means you have to have it, so I
> think this section could be rewritten.
>
> (*) All you need is a Hit Points skill.

This is the way things currently work in GearHead. The "Vitality"
skill increases a character's HP. I picked "HP+" as my closest
match...


> On that note, would anyone one like to see his/her name
> inserted into my game? I've lots of niches to fill.

I love to see my name inserted gratuitously into computer programs! I
suspect that the joy I felt from typing "10 Print 'Joe' : Goto 10" on
a C64 as a child may have scarred me for life...

R Dan Henry

unread,
Sep 13, 2002, 1:43:32 AM9/13/02
to
On Thu, 12 Sep 2002 13:43:48 +0000 (UTC), in a fit of madness Gero
Kunter <gero....@epost.de> declared:

>"Kornel \"Anubis\" Kisielewicz" <anu...@felis7.civ.pl> wrote:
>> "R Dan Henry" <rdan...@earthlink.net> wrote:
>[ ... ]
>>> I'd really rather see "behavioral algorithms" used (BA). And then
>>> BA++++ would be "I plan to implement a true AI".
>
>> Actually I also hate the overuse of the term AI. IMHO there is no AI
>> in any game, nor anywhere in this world. But the term is realy popular
>> catch-all for creature behaviour in games, so it was also included
>> here.
>
> Thanks to the two of you to point this out. I've always used "AI" without
>much thought, but I've to admit that the path-finding (not even escape route
>planning) or the decision-making in my game would deserve that expression.
>"Behavioral algorithms" for me, from now on!

So, we've shifted your paradigm? Cool! Just a few billion more persons
to go...

>>>[ ... ] On that note, would anyone one like to see his/her name inserted
>>>into my game? I've lots of niches to fill.
>
> I'm curious: what niches would that be? NPCs? Is there any reason why you
>prefer the names of real people?

Repairing broken gadgets will require you to have the right skills,
tools, and spare parts. The spare parts are going to have a load of
technobabble names, so the PC might need a "Kunter switch" to get his
blaster working again. But I might stick someone's name in somewhere
else, too. Lots of things need names.

As for why use real people? Because little in-jokes like that are fun.
And who can say some descendant of yours won't invent a key component
in a polyshift phase aligner? :)

Gero Kunter

unread,
Sep 13, 2002, 4:51:46 AM9/13/02
to
R Dan Henry <rdan...@earthlink.net> wrote:

> [ ... ] So, we've shifted your paradigm? Cool! Just a few billion more
> persons to go...

I've just replaced every (one) instance of "AI" on the COSE website. :)

> Repairing broken gadgets will require you to have the right skills,
> tools, and spare parts. The spare parts are going to have a load of
> technobabble names, so the PC might need a "Kunter switch" to get his
> blaster working again.

Very nice idea. Like the infamous "Jefferson tubes", right?

Vadim Gaidukevich

unread,
Sep 13, 2002, 8:36:31 AM9/13/02
to
Hello, Kornel!
You wrote on Fri, 6 Sep 2002 12:08:11 +0200:

KAK> RLDev Code v.0.6

where it is possible to get RLDev Code of older versions (v.0.7)?

Vadim Gaidukevich
Avanor, the Land of Mystery
www.avanor.com


Kornel "Anubis" Kisielewicz

unread,
Sep 13, 2002, 1:15:53 PM9/13/02
to
Użytkownik "Vadim Gaidukevich" <va...@wargaming.net> napisał w
wiadomości news:alslq2$o8nk$1...@ID-116798.news.dfncis.de...

> Hello, Kornel!
> You wrote on Fri, 6 Sep 2002 12:08:11 +0200:
>
> KAK> RLDev Code v.0.6
>
> where it is possible to get RLDev Code of older versions (v.0.7)?

What????
Since when is 0.7 older then 0.6? And BTW there were no other versions
:).

ABCGi

unread,
Sep 15, 2002, 9:58:36 AM9/15/02
to
Gero Kunter wrote:
> R Dan Henry <rdan...@earthlink.net> wrote:
>
>
>>[ ... ] So, we've shifted your paradigm? Cool! Just a few billion more
>>persons to go...
>
>
> I've just replaced every (one) instance of "AI" on the COSE website. :)
>
>

Just my two cents:

When I did my AI courses at Uni I was left with the impression that AI
in a game must be able to learn (rather than just respond intelligently
to the players actions via clever pre-programming). Whilst most games
that advertise "AI" only really have "I" perhaps some games actually
qualify in a limited way? Like Bots that find their own paths through
new maps not seen by the original bot programmer.

So at least a primitive "AI" is possible in your game... but you may
have to distinguish yourself by advertising it as "real AI" (or is that
taken as well???? "really real we're not pulling your leg AI"!)

Personally I don't think a program has to be self-aware for us to start
using the word AI (especially when we are just talking about games) but
it should at least have some characteristics in common with AI. Anyway
that's my current view but I make no claim to be an AI guru :-)

-----BEGIN GEEK CODE BLOCK-----
ABCGi (ver 3.1 2K2) ab...@codemonkey.com.au
GCS/IT$/L/B$ d+(-) s: a? C++ ULUSU-- P+ L+>++ E- W++$ N+ o+ K--
w+++(--)$ O- !M- V PS++(+) PE-@ Y+(++) PGP>++ t++ 5+ X R(+++) tv
b++(+) DI++++ D+++ G e++>+++ h++(home office!) r++ y++* BAS-----
------END GEEK CODE BLOCK------

haxot

unread,
Sep 16, 2002, 12:36:35 AM9/16/02
to
Really cool, Kornel.
I like the idea.

I added some things to get my own personal wants out of it.:)


Haxot, the deranged bard
L:JAVA(:J++(:C(:C++))) E+ T++ R+ P++(!P) !D G++ F:ADoM
!RL RLA+ W:G(:SCI-FI(:WARRING)) Q+++ AI+++ GFX-- !SFX
RN++++ PO--- HP-- Re+++ S+++(S---)

-----= Posted via Newsfeeds.Com, Uncensored Usenet News =-----
http://www.newsfeeds.com - The #1 Newsgroup Service in the World!
-----== Over 80,000 Newsgroups - 16 Different Servers! =-----

Vadim Gaidukevich

unread,
Sep 16, 2002, 7:36:27 AM9/16/02
to
Hello, Kornel!

You wrote on Fri, 13 Sep 2002 19:15:53 +0200:

>> where it is possible to get RLDev Code of older versions (v.0.7)?

KAK> What????
KAK> Since when is 0.7 older then 0.6? And BTW there were no other
KAK> versions :).

KAK> L:FP E+ T+ R+++ P+ D++ G++ RL-- RLA++ F:ADoM

Could you send me RLDEv code by e-mail or give a link to it. I would like to
make such nice subscription too :)

Kornel "Anubis" Kisielewicz

unread,
Sep 16, 2002, 5:42:08 PM9/16/02
to
Użytkownik "Vadim Gaidukevich" <va...@wargaming.net> napisał w
wiadomości news:am4fdc$2k4r7$1...@ID-116798.news.dfncis.de...

> Hello, Kornel!
> You wrote on Fri, 13 Sep 2002 19:15:53 +0200:
>
> >> where it is possible to get RLDev Code of older versions
(v.0.7)?
>
> KAK> What????
> KAK> Since when is 0.7 older then 0.6? And BTW there were no other
> KAK> versions :).
>
> KAK> L:FP E+ T+ R+++ P+ D++ G++ RL-- RLA++ F:ADoM
>
> Could you send me RLDEv code by e-mail or give a link to it. I would
like to
> make such nice subscription too :)

Check your e-mail :). It will be also available on
roguelikedevelopment.org soon.

regards,
--
Kornel "Anubis" Kisielewicz

RLDev Code v.0.65


L:FP E+ T+ R+++ P+ D++ G++ RL-- RLA++ F:ADoM

Vadim Gaidukevich

unread,
Sep 17, 2002, 5:18:39 AM9/17/02
to
Hello, Kornel!
You wrote on Mon, 16 Sep 2002 23:42:08 +0200:

KAK> regards, --
KAK> Kornel "Anubis" Kisielewicz
KAK> RLDev Code v.0.65


KAK> L:FP E+ T+ R+++ P+ D++ G++ RL-- RLA++ F:ADoM

KAK> GenRogue 0.16 V8 ( http://genrogue.felis7.civ.pl/ )
KAK> W:DF Q+++ AI++ !GFX !SFX RN+++ PO--- Hp-- Re+++ S+++

RLDev Code v.0.65
L:C++ E+++ T++ R+ P++ !D G-- F:Avanor RL+++ RLA-
Avanor, the Land of Mystery (www.avanor.com)
W:F Q++ AI+++ !GFX !SFX RN++++ PO++ Hp+++ Re+++ S++

Mark 'Kamikaze' Hughes

unread,
Sep 18, 2002, 5:06:34 PM9/18/02
to
Mon, 9 Sep 2002 02:29:06 +1000, Greg McIntyre <gr...@puyo.cjb.net> spake:

Nifty.

--
<a href="http://kuoi.asui.uidaho.edu/~kamikaze/"> Mark Hughes </a>
RLDev Code v.0.6.0: L:Java,Pyt E+++ T++ R++ P+++ D++ G+++ F:Rogue RL---
RLA+ W:G(SF/Horror) Q+ AI++ GFX+ SFX++ RN++++,-- PO++ Hp++ Re++ S+

okb

unread,
Sep 19, 2002, 10:46:46 PM9/19/02
to
"Kornel \"Anubis\" Kisielewicz" <anu...@felis7.civ.pl> wrote in message news:<al82et$39r$4...@news.tpi.pl>...
>
> "L": Language used to program your roguelike project.
>
> L:C C
> L:C++ C++
> L:VC++ Visual C++
> L:Java Java
> L:FP FreePascal
> L:TP Turbo Pascal
> L:DP Delphi (Pascal)
> L:Pyt Python
> ?L I still didn't decide
> !L I'm a designer
> [more]


L:L! I'm creating a new language for my roguelike.

;-)

[ok]

Hansjörg Malthaner

unread,
Sep 20, 2002, 4:12:02 AM9/20/02
to
okb schrieb:

Maybe such an idea is rather clever. I guess many tries to make game
negines aim in the same direction. Incorporating the engine in the
programming language might allow very fast developement after the basis
is created.

c.u.
Hajo


Mark 'Kamikaze' Hughes

unread,
Sep 20, 2002, 6:55:10 PM9/20/02
to
Fri, 20 Sep 2002 10:12:02 +0200, Hansjörg Malthaner
<hansjoerg...@danet.de> spake:

> okb schrieb:
>> "Kornel \"Anubis\" Kisielewicz" <anu...@felis7.civ.pl> wrote in message news:<al82et$39r$4...@news.tpi.pl>...
>>>"L": Language used to program your roguelike project.
>> L:L! I'm creating a new language for my roguelike.
>> ;-)
> Maybe such an idea is rather clever. I guess many tries to make game
> negines aim in the same direction. Incorporating the engine in the
> programming language might allow very fast developement after the basis
> is created.

I basically did that with my Hephaestus engine - the adventure
(including all map-building) was done in my Minimal scripting language,
and the Java code only did the game engine. On the good side, it does
enforce separation of game design from world design. Unfortunately,
there's also a pretty nasty performance hit there. Make sure you can
afford the speed first...

All of the interactive fiction systems use custom languages: Inform,
TADS, ALAN, etc. It's a pretty good model to look at.

--
<a href="http://kuoi.asui.uidaho.edu/~kamikaze/"> Mark Hughes </a>

"No one is safe. We will print no letters to the editor. We will give no
space to opposing points of view. They are wrong. The Underground Grammarian
is at war and will give the enemy nothing but battle." -TUG, v1n1

Kornel "Anubis" Kisielewicz

unread,
Sep 22, 2002, 6:58:18 AM9/22/02
to
Użytkownik "Vadim Gaidukevich" <va...@wargaming.net> napisał w
wiadomości news:am6roa$35aac$1...@ID-116798.news.dfncis.de...

> Hello, Kornel!
> You wrote on Mon, 16 Sep 2002 23:42:08 +0200:
> RLDev Code v.0.65
> L:C++ E+++ T++ R+ P++

!D -- You don't care, or realy don't know?
F:Avanor -- Talk about self-study ;)))))
RL+++ -- Hmm, a true puritan this time :).
AI+++ -- What exactly is your aim?
!GFX !SFX -- Yeah :)
RN++++ -- You want Avanor to be like that?
PO++ -- True :).
Hp+++ Re+++ -- Aren't those two contrary to each other?

regards,
--
Kornel "Anubis" Kisielewicz
RLDev Code v.0.6

L:FP E+ T+ R+++ P+ D++ G++ RL-- RLA++ F:ADoM

GenRogue 0.16 V8 ( http://genrogue.felis7.civ.pl/ )

R Dan Henry

unread,
Oct 4, 2002, 12:34:02 AM10/4/02
to
On Sun, 15 Sep 2002 13:58:36 GMT, in a fit of madness ABCGi
<ab...@codemonkey.com.au> declared:

>Personally I don't think a program has to be self-aware for us to start
>using the word AI (especially when we are just talking about games) but
>it should at least have some characteristics in common with AI. Anyway
>that's my current view but I make no claim to be an AI guru :-)

I'd say it should be able to learn new tactics/strategies with
experience in order to be classed as an AI. Angband monsters can (with
the correct option set) "learn" what resists the PC has, but the
response is entirely preset. The Angband Borg could, however, probably
be brought up to the level where I would call it a very primitive AI,
by providing full self-adjustment of the weights it gives to various
considerations based on experience. I believe it does a very limited
version of this already.

ABCGi NewsMonkey

unread,
Oct 4, 2002, 2:46:33 AM10/4/02
to
"R Dan Henry" <rdan...@earthlink.net> wrote in message
news:fbippug7886mofcur...@4ax.com...

> On Sun, 15 Sep 2002 13:58:36 GMT, in a fit of madness ABCGi
> <ab...@codemonkey.com.au> declared:
>
> >Personally I don't think a program has to be self-aware for us to start
> >using the word AI (especially when we are just talking about games) but
> >it should at least have some characteristics in common with AI. Anyway
> >that's my current view but I make no claim to be an AI guru :-)
>
> I'd say it should be able to learn new tactics/strategies with
> experience in order to be classed as an AI. Angband monsters can (with
> the correct option set) "learn" what resists the PC has, but the
> response is entirely preset. The Angband Borg could, however, probably
> be brought up to the level where I would call it a very primitive AI,
> by providing full self-adjustment of the weights it gives to various
> considerations based on experience. I believe it does a very limited
> version of this already.
>

Cool I'll have to go get the latest Angband and try it out.

--
ABCGi (geekcode) ab...@codemonkey.com.au S14 D15 C13 I17 W9 c12


GCS/IT$/L/B$ d+(-) s: a? C++ ULUSU-- P+ L+>++ E- W++$ N+ o+ K--
w+++(--)$ O- !M- V PS++(+) PE-@ Y+(++) PGP>++ t++ 5+ X R(+++) tv
b++(+) DI++++ D+++ G e++>+++ h++(home office!) r++ y++* BAS-----

- http://users.bigpond.net.au/abcgi/ - http://www.geekcode.com -


R Dan Henry

unread,
Oct 4, 2002, 5:07:45 PM10/4/02
to
On Fri, 04 Oct 2002 06:46:33 GMT, in a fit of madness "ABCGi
NewsMonkey" <ab...@codemonkey.com.au> declared:

>"R Dan Henry" <rdan...@earthlink.net> wrote in message
>news:fbippug7886mofcur...@4ax.com...

>> I'd say it should be able to learn new tactics/strategies with


>> experience in order to be classed as an AI. Angband monsters can (with
>> the correct option set) "learn" what resists the PC has, but the
>> response is entirely preset. The Angband Borg could, however, probably
>> be brought up to the level where I would call it a very primitive AI,
>> by providing full self-adjustment of the weights it gives to various
>> considerations based on experience. I believe it does a very limited
>> version of this already.

>Cool I'll have to go get the latest Angband and try it out.

Note that I've never actually run or looked at the Borg. I may very
well be wrong. It may have only been discussed as something that would
be a good addition.

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