Not a lot of RPG stuff happening at the moment. What's in the works (which is always subject to change or abandoment):
- An RPG. Combining the old-school Red Box D&D sense of wonder, a focused Goal system inspired by Burning Wheel's beliefs, and my own gaming sensibilities. I'm most excited about a quick start-up time granted by easy character
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Let's playtest your game too! Sounds like a lot of fun. If you want to test it sometime on a Skype type of service we could play some online chat roleplaying.
I have my fourth Rifts session tomorrow, I'll let you know how it goes!
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Follow this tutorial. It took me several days to get through this tutorial.
Now, use the wiki and watch all your dwarves die of starvation or thirst.
I know how that sounds, but it's totally worth it.
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I've been wanting to work on my own Roguelike also, but man, I don't know C and I can't find a good Java Curses-esque package. I'm sure one exists but I'm not in the know. Good luck.
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As for making your drawing part easier, here's what I've done:
Create a Renderer interface class for your RL engine to interact with. And then you can implement that interface concretely for whatever library you like.
My C++ class is just an abstract rendering class. I started on CursesRenderer, but I've abandoned it for a new OpenGLRenderer class. I think I may have to write a StdioRenderer (using printf's) just to get something on screen while I figure out OpenGL.
Right now my interface looks like:
class IRenderer
{
public:
virtual void startUp() = 0;
virtual void shutDown() = 0;
virtual void update(DisplayInfo const & displayInfo) = 0;
}
Where DisplayInfo is a gigantic bunch of stuff, like the visiblity map, light map, entity list, etc. etc. Granted, it's not yet up and running ...
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It's the best thing ever. Seriously. I even had a dream the other night where water flooded my poor fortress from above and all my little dwarves were drowning!
And here's why you should play it: Last night I received some migrants. I don't yet have a military, so I made four of them recruits and had them in the barracks wrestling for practice. One of them gets into a "fey mood," takes over my mason's workshop and demands bone and shell (I have access to neither). So now I have the other three soldiers patrolling the workshop's entryway so this stupid insane dwarf doesn't inevitably lose it and go on a killing spree. I can only hope that some traders hit my depot soon with the right raw materials.
And no, I'm not embellishing one bit. All that actually happened.
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Came up with some wicked cool ideas of how to simplify and streamline, though. I'm in the process of writing them down now. Will use them in my next Classic D&D campaign once the current wraps up. (If I like it enough, I'll file off the serial numbers and publish it in some format.)
I think every RPG designer, in some way or another, revolves around that one little red box.
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I want my rose-colored glasses back! I also want to see your streamlines, and compare them with what I'm planning.
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Yeah, we use a number of house rules like class-based damage. Max hit points at first level. Stuff that seems common judging by the posts on Dragonsfoot. (Plus, for the current campaign I had to make custom classes because it was translated from another system. But that's a long story.)
I got so excited about my notes today that I've decided to file off the serial numbers and make a game of it. There's certainly enough difference. A goodly bit of my inspiration comes from the best D&D campaign I've run which used conversions to the BattleSystem Skirmishes rules, which played much faster.
I scribbled notes whilst waiting on our realestate agent, so I'll try to type them up tomorrow morning and send them your way.
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Star Wars: The Force Unleashed!!
Ninja Gaiden Dragon Sword!!
I can't wait.
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I'm curious to see Star Wars on the DS. After seeing the amazing tech videos for the console/PC versions, it'll be hard to make an impressive DS title! I'm looking forward to the Wii version, though. LIGHT SABER WIIMOTE!
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