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 Post subject: Varankor (Roguelike)
PostPosted: Mon Apr 30, 2012 7:35 pm 
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Joined: Sun Oct 25, 2009 5:24 pm
Posts: 118
Well, it's time for me to officially create a thread for my game I'm developing for the past few weeks now.

The (current) name is Varankor. That name is related to the little story, which I'll release along with the game when it's done. :)
The game tries to combine standard rogue-like elements with a modern touch.

Last Update: 02/05/2012

Currently implemented features
  • Procedural generated maps in a 3D space (x/y/z) while obviously only displaying a 2D space (think of the z-level as the current floor the player's on)
  • Field of View
  • Minimap
  • Basic AI with A*-pathfinding
  • Basic GUI with drag&drop functionality (buttons, frame, hud, tooltip, windows, ...) - with floating damage values above any creature's head, like in MMOs
  • Basic class system (4 classes are currently planned)
  • Basic fighting - with currently static values - (strength, defense, level)
  • Getting XP for kills & leveling up
  • Basic item system. Different interfaces for consumables, weapons, etc. Drag & Drop also works basically
  • Dynamic loot system. Every mob has loot tables with specified drop chances for a given item

Planned features
  • Attributes (strength, dexterity, ...)
  • Character equipment with boni and stuff
  • Magic system
  • Saving/loading of course
  • Bosses
  • Procedural generated items with different rarities and attributes
  • ???

Inspiration is being drawn from http://trystans.blogspot.de/2011/08/rog ... lipse.html, this tut made me start this game in Slick.

Here are some screenshots of the current build:

Showing the very basic char creation state:
Image

Showing ingame while the hero is getting attacked:
Image

Showing the loot and inventory screen:
Image

The character screen:
Image

The graphics are collected from http://opengameart.org/ - awesome site, pleace check it out! :)
Some tiles and the chars are from Oryx, I might replace them later on.

Biki


Last edited by Biki on Wed May 02, 2012 6:11 pm, edited 1 time in total.

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 Post subject: Re: Varankor (Roguelike)
PostPosted: Tue May 01, 2012 4:41 pm 
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Slick Zombie

Joined: Wed Apr 02, 2008 1:32 pm
Posts: 1325
Location: Italy
hi!
I'm doing something similar followint Trystan tutorial O_O here my tutorial

Inventory image is really cool!

do you plan to share source code, or just ideas on UI and dungeon generation?

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 Post subject: Re: Varankor (Roguelike)
PostPosted: Tue May 01, 2012 6:19 pm 
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Joined: Sun Oct 25, 2009 5:24 pm
Posts: 118
Yeah I've noticed your tutorial series on your blog :)

I can share code and/or ideas if anyone wants to know how I did something, that's no problem.


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 Post subject: Re: Varankor (Roguelike)
PostPosted: Tue May 01, 2012 7:03 pm 
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Slick Zombie

Joined: Wed Apr 02, 2008 1:32 pm
Posts: 1325
Location: Italy
let's put your project on github or googlecode or sourceforge :D

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 Post subject: Re: Varankor (Roguelike)
PostPosted: Wed May 02, 2012 6:07 am 
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Joined: Sun Oct 25, 2009 5:24 pm
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I don't want to make it totally open source at the moment, sorry.
We can talk about specific stuff, though :)


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 Post subject: Re: Varankor (Roguelike)
PostPosted: Wed May 02, 2012 10:28 am 
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Slick Zombie

Joined: Wed Apr 02, 2008 1:32 pm
Posts: 1325
Location: Italy
okay, first dungeon generation: kev have done nice tutorial about creating rooms, connecting and so on, but without some "code" is just idea,

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 Post subject: Re: Varankor (Roguelike)
PostPosted: Wed May 02, 2012 11:04 am 
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Joined: Sun Oct 25, 2009 5:24 pm
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Well, I have an abstract class that defines some common methods for (currently two different) my world generators, including take care of "regions". Regions might be on different z levels and are then connected by stairs, so the same stair always leads to the same spot on a different z position.

This is the base class: http://pastie.org/private/3xnu9h3ivillkrguknwig

My dungeon creation is currently very raw and not very polished. It only creates the rooms and doors, no special stuff like chests or any variation in the tiles. Mobs are currently spawned maually in the code on a random free tile. The code is mainly based off of this article: http://roguebasin.roguelikedevelopment. ... _Algorithm obiously changed so it works with tiles and not pixels and with some modifications, like a z axis, etc.

This is my dungeon gen class: http://pastie.org/private/zku7iz4ya4fb69hyuqkl6a

Any questions, ask them :)


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 Post subject: Re: Varankor (Roguelike)
PostPosted: Wed May 02, 2012 6:12 pm 
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Joined: Sun Oct 25, 2009 5:24 pm
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I've added a screen of the character screen I've made today. I have some bugs to kill with dragging these GUI windows, but so far, I like the progress and how easy it is to create new windows :)


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