DRL > Requests For Features
Graphs for DooM Roguelike
Anticheese:
Chibi doom! Kickass...
This will certainly bring DoomRL to the masses..
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In other news, The hardest part about having 8 seperate character walking animations is actually drawing the things, All Kornel needs to do is have a new variable in the game, From 1 thru 8.
Lets call it "facedir"
All he needs to do is shunt in a bit of code that will change "facedir" to its corrosponding number on the keypad (1 = down left, 4 = left, 7 = top left, etc) and make some draw code.
However thats jsut for the player, It would be more challenging for the enemys..
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Anonymous:
Whoaaaa.... http://www.derekyu.com/doomrl/mock.png -> I LOOOOVEEEE ITTTT!!!! :)
Baron face seems a little ugly. But Cacodemom is... pretty!!! :)
Also could be added more enemies from:
http://www.doomworld.com/vb/showthread.php?s=&postid=581716#post581716
Kornel Kisielewicz:
Ugh, I'm sorry I didn't respond earlier -- I'm in the middle of my exam session at the University, and have time for nothing. I just found a few minutes between one book and another, for I certainly DON'T want to lose your interest in this topic :-D.
First of all let me say that I realy am impressed by the art you presented. While I'm not a fan of chibi-graphics, the tiles you presented I think could work in DoomRL (for those afraid -- ASCII mode will always be available).
I was wondering wether to add graphics to DoomRL at some point, but I planned a shameless rip from the original. I was convinced that graphics need to hold the doom-feel to be any good at all and I was convinced that custom made graphics can't accomplish that. Well, you proved me wrong -- the art you presented truly holds the feel of the original.
I am a little afraid tough that (except for opening the game to no-ascii people) this might also discourage othes --
1) hardcore ASCII players
2) people who take the Doom-feel presented in DoomRL fully seriously
Hence, I would like the DoomRL-art to stay remotely serious. The images you presented are fine tough, but I still would vote for using dark colors for the scenery (no blue floors ^_^).
Anyway I would be honoured if you'd like to do a full set for DoomRL! There's still a lot work to complete that tough -- both program-wise and art wise. Program wise is my problem -> and I will start doing it right after I release 0.9.9 (so there will be a glorious graphical 1.0.0 ^^). But that would mean I would have to do screen scrolling anyway ^_^. As for art-wise -- I also need scenery sprites. I can do those myself if you don't have the time (contrary to the character sprites).
Anyway, it seems that a graphical DoomRL version has closed in a lot to reality ^_^.
As for directions -- sure it would be nice. But I know it's not easy to create such a magnitude of sprites, so just one facing would be fine for the primal version.
P.S.1 Still, as hard as I try I can't imagine the Spider-Mastermind in a single tile-cell :-/
P.S.2 Thanks honey for talking care of our guest while I was away :-)
Margo:
"P.S.2 Thanks honey for talking care of our guest while I was away :-)"-- Be my guest, dear :*
KKK!
jake250:
thats amasing! If everything goes well later we will have one hell of a game!
Quoting: Kornel KisielewiczP.S.1 Still, as hard as I try I can't imagine the Spider-Mastermind in a single tile-cell :-/
The only possible solution is to give bigger monsters more tiles, so they could take 4 tiles total... otherwise it WOULD look weird.
Anyway, great news!
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