PDA

View Full Version : Funky Rogue Game


diordna
2004.10.29, 11:35 AM
http://diordna.macintoshdevelopers.net/Rogue.sit

At the beginning, click once for your starting point.

After that, click wherever you want the little blue line to go.

Basically, it's just a random dungeon generator and a pathfinder. Nothing more. If there's a bug, tell me in very exact terms where it was and how you found it. Most likely it'll be "subscript out of range."

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

I have big plans. Funky plot etc. Updates to come, hopefully.

blobbo
2004.10.29, 04:03 PM
Not there - redirects to your domain...

diordna
2004.10.29, 05:24 PM
Link fixed.

New version - bugs ironed out, and Command-N regenerates dungeon. Brown things are soon-to-be-doors. Treat them as though they were the same blue.

Many more bugs to be fixed. Don't tell me about door/wall oddities, I know about them.

diordna
2004.10.29, 10:05 PM
New version again - many more bug fixes, and nearly all map oddities fixed. Hold S during map generation to watch the bug-fixing filters. Click to step.

Known bugs:
-Occasionally there is a single unreachable room.
-The right wall of the far right rooms can be cut off.

ThemsAllTook
2004.10.29, 11:10 PM
Now I get a 404 when I try the link...

Alex Diener

diordna
2004.10.31, 12:18 PM
Dangit you're right. WTF.

Link fixed. My admin changed some stuff and didn't tell me.

Hog
2004.10.31, 12:49 PM
i get:

"Execution Error
? Subscript out of range"

after

"-- Loading Layouts --
Layout 1
Layout 2
..."

diordna
2004.10.31, 03:10 PM
Fixed again. File counter was weird.

drzeip
2004.10.31, 06:24 PM
Cool :)

diordna
2004.11.02, 05:33 PM
New build - bugs fixed, better tiles, and tiles are drawn in different colors for different maps - this opens up the possibility of "map themes" where one kind of map is a "goblin hideout" or "wasteland."

diordna
2004.11.03, 09:31 PM
Another new build. Now has door graphic and 5 different character graphics (see dev log).

isgoed
2004.11.04, 04:16 AM
I got it bug free, but the pathfinding didn't always find the shortest route. Paths between the top left room and any of the hallways connected to the bottom left room that are not connected to the top left room take a tremendous d-tour.

diordna
2004.11.04, 03:00 PM
How about you try writing a pathfinder in a non-recursive non-object-oriented parameters-not-passable-between-subroutines all-variables-global language. Then you can tell me it sucks. I just wanted to be able to navigate around walls.

I'm going to beta test Blitz Basic, so as soon as I get the app and license key I'll be able to work out all the quirks, and perhaps write a new pathfinder.

drzeip
2004.11.04, 05:46 PM
chill

diordna
2004.11.04, 06:17 PM
Not mad, just making a point :)

diordna
2004.11.05, 02:43 PM
Looks like I'll be a beta tester for the BlitzBasic Mac version, which is like METAL BASIC x100000. So don't expect any updates for a while (not that you care) while I port it.

quartex
2004.11.10, 12:00 PM
I'm sorry to hear that development on this game has stopped. I'm a big fan of rogue-like games and your's looked promising. I'm not sure how useful it is gameplay-wise to allow the player to zip around the map, would he get attacked by every monster he passed along the way? But you had a pretty good dungeon creator, and the graphics were nice. Maybe eventually you can go back and finish this project. It has potential.