The next TigSource compo is up, your goal is to create a game using
the assets created by the artists team, whom were on it since last
month.
There are some sweet lo-fi roguelike tilesets, and some other material
to create a good game throughout restrictions! (probably)
This is my entry: http://forums.tigsource.com/index.php?topic=9621
Hope to see more people in!
For more info, visit http://www.roguetemple.com/2009/12/10/assemblee-2-summoning-roguelike-developers/
--
Slashie
http://slashware.net
This is awesome!!!
I'm in if I can figure out how to do fast java graphics, or rig the
TCOD engine, or figure out something.
For a 2d roguelike something like PulpCore, Processing or Slick2d should
be more than fast enough and all of these are pretty easy to pick up.
-Ido.
I had actually been playing around with the idea of a plain old
Javascript roguelike. I need to make some mockup images with the
contest's images and see if I can come up with a theme that would keep
my interest for a month. :)
After some experimentation, it seems do-able, but posssibly not worth
the cost in sanity. Online documentation is contradictory at best, and
I'm really beginning to appreciate the power of compile-time errors
now that I can't rely on them to catch my stupid typos. I finally
managed to make a small walk-around demo (well, fly-around; the player
character was an animated gif of a pixel bat) with invisible dungeon
walls; I wasn't successful in creating and placing actual images for
the wall tiles.
That said, from what I've seen the Javascript + Browser platform might
be very well suited to the "coffee-break" roguelike genre. First off,
players don't need to download anything (not even a plugin, like with
Flash or Java); just visit the game's page and start. The event model
is nice, since in most roguelikes you only want to do something in
response to a keypress anyway. And things like sprite animation don't
require any concious effort on the programmer's part; just use
animated gifs and the browser handles the updates for you.
http://forums.tigsource.com/index.php?topic=8970.0
This thing raises the bar of awesomeness...
Jotaf
Why start from scratch when you can use WebRL's basic skeleton?
http://code.google.com/p/webrl/
You can see it in action at:
http://tametick.com/webrl/
-Ido.
FYI : http://www.effectgames.com/effect/#Main
T.
Aye, they are truly sweet. I wonder how playable a roguelike would be if
the UI used the good old tiled 3D graphics, as seen in old classics like
Dungeonmaster.
> Jotaf
/Bj�rn
Not impressed. I think retro graphics that are modernized
to decent size is ok, but going back to that tiny
resolution bullshit.. What is the point?
One part nostalgia fuel, one part "look at how much I can do with 8x8
4-color sprites" showboatsmanship.
(Also, you can make hundreds of different sprites extremely quickly in
the lo-fi style, and it is an easy art style for programmers with no
real art skills to pick up.)
It may be the evolution of Character based displays, it shares some of
its advantages while appealing some nonascii illiterates..
--
Slashie
Hope to have fun!
Share a link to the forum post? :)
On 15 Dez, 17:02, Gelatinous Mutant Coconut
<gelatinousmutantcoco...@gmail.com> wrote:
> (Also, you can make hundreds of different sprites extremely quickly in
> the lo-fi style, and it is an easy art style for programmers with no
> real art skills to pick up.)
Yes, I don't think it would be possible to make this many sprites in
so little time if they were double the size. And as Slash said, it's a
sort of middle ground between ASCII and tiles. IIRC there was a
discussion some time ago about iconic representations mixed with
ASCII. It was controversial because one of the presented tiles/icons
(barbed wire I think?) was not very good, but I'm sure that if done
well it could work.
Jotaf
I think that was the intention of the author all along, there are some
tiles that are actually corridors drawn in perspective. I'm sure some
people are working on assemblee games using this perspective since
they complained about the lack of one corridor combination or two :P
Jotaf
The main non-roguelike feature of this technique is that you can only
see forward. There was a roguelike called 'Moraff's World' that used
this perspective though; it had four views of the map, one in each
direction.
But you could do a combination, such as a roguelike minimap showing
your surroundings. It could be tiny, e.g. red dots for monsters,
because you could always turn around to see what they were.
One advantage of this system is that you could make a party-based
roguelike without allowing individual movement of party members; the
latter sounds good but can be a bit clunky.
- Gerry Quinn
Sure; you could just have the @ represent the whole party, and have
ascii glyphs represent groups of monsters rather than individuals.
It'd be a bit of a break from the roguelike mold, where "things" tend
to get represented separately: most only allow one creature per tile,
and some go even farther, for example by having shopkeepers and their
items spread across the same dungeon you explore. It wouldn't be
completely alien to the way the genre works, though. You could think
of your party another kind of inventory: instead of picking up weapons
and zapping wands, your leader is recruiting fighters and ordering the
wizards to cast spells.
How about something like this for the basic party interactions:
Recruit: Gets an ally standing on tiles adjacent to the party to join
the party.
Guard: Selected party member leaves the party and guards the current
area.
Scout: Selected party member leaves the party, explores, and then
attempts to return to the party.
Fight: Selected party member leaves the party, attempts to kill nearby
monsters, and then attempts to return to the party if they succeed.
Loot: Selected party member leaves the party, attempts to collect
treasure, and then attempts to return to the party with what they
found.
When allies aren't in your party, they act on their own AI. There
might be some abilities to influence them from a distance (shouting
for them to come back if they're within shouting distance, maybe), but
probably no direct control.
(Aside from a party of adventurers, this system would probably work
pretty well for a game themed around controlling an aircraft carrier /
mothership and the aircraft / spaceships it carries.)
> >> Aye, they are truly sweet. I wonder how playable a roguelike would be if
> >> the UI used the good old tiled 3D graphics, as seen in old classics like
> >> Dungeonmaster.
> >
> > The main non-roguelike feature of this technique is that you can only
> > see forward. There was a roguelike called 'Moraff's World' that used
> > this perspective though; it had four views of the map, one in each
> > direction.
> >
> > But you could do a combination, such as a roguelike minimap showing
> > your surroundings. It could be tiny, e.g. red dots for monsters,
> > because you could always turn around to see what they were.
> >
> > One advantage of this system is that you could make a party-based
> > roguelike without allowing individual movement of party members; the
> > latter sounds good but can be a bit clunky.
>
> Couldn't you do that anyway?
Yes, I suppose so, but I think it would feel a bit unnatural. Also,
one thing that the 3D setup has that a standard roguelike can only
implement clumsily is facing. So games in which the tactical use of
facing is involved (in its simplest form, keeping ranged characters
behind melee) are likely to gain from this approach.
Interface means a lot in games in terms of deciding what you can or
cannot implement well. Indeed, it could be argued that the whole
concept of a roguelike is largely based around a new interface idea.
Dungeons full of monsters were not new at the time; the overhead 2D
view was.
The roguelikes genre has come to cover a lot of territory, and we can
certainly switch away from this view without becoming wholly un-
roguelike; nevertheless we always need to take into account the
importance of interface and how it delineates the sort of game we can
make.
- Gerry Quinn
-Numeron
Nice, I didn't expect a simple 3D render of an existing RL to look so
good, even the tiles that were supposed to convey some sense of depth
work when viewing from the right angle. Anyway, Dungeonmaster-style 3D
doesn't really require the usual 3D machinery (OpenGL, etc), it can be
done easily by superimposing images of corridors. Also you get
unlimited depth if you can resize images in your engine, which is
usually trivial.
Jotaf
You could even resize them in a graphics utility and include a series
of sets at different distances (no need to be exact about every
possible distance, closest integer distance would do, especially as
monsters in these games are usually lined up in the cardinal directions
anyway). This might make it easier for some coders (though it
shouldn't of course, as every OS worth the name has some sort of
scaling function, StretchBlt in Windows for example), and it also
allows the option of touching up the images after scaling. The
download size isn't going to be huge by modern standards.
- Gerry Quinn
> In article <hg79ke$p3j$1...@news.eternal-september.org>,
> nos...@nospam.org says...
>> Jotaf skrev 2009-12-12 17:52:
>> > Guys, I *dare* you to look at Onyx's roguelike tiles and don't feel
>> > totally psyched:
>> >
>> > http://forums.tigsource.com/index.php?topic=8970.0
>> >
>> > This thing raises the bar of awesomeness...
>>
>> Aye, they are truly sweet. I wonder how playable a roguelike would be
>> if the UI used the good old tiled 3D graphics, as seen in old
>> classics like Dungeonmaster.
>
> The main non-roguelike feature of this technique is that you can only
> see forward. There was a roguelike called 'Moraff's World' that used
> this perspective though; it had four views of the map, one in each
> direction.
I would LOVE a modernized Moraff's World. I wish it was open source. A
few years ago I experimented with a quick & dirty Python/OpenGL mockup of
one:
http://javajack.dynalias.net/rl/mworld/gl-mworld-screenshot.png
Alan
Cool, but I still think it would look better with pre-rendered
corridor views, composited together! Okay, with a depth of only 1 tile
it's simple to look at the first row of tiles in the player's viewing
direction and choose the appropriate view segments from images like
the ones Oryx provided. But what about when resizing for the next row,
to have a depth field of 2, would the rules be the same, with smaller
images and a slight offset? Would that distort the view? (Trying to
generalize to arbitrary depths here...)
Jotaf