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75% Offtopic - Roguelike development and Vault
Kornel Kisielewicz:
Quoting: AnticheeseI can imagine, How hard was DoomRL to create?
Not much people know that (actually maybe only Ilya knows), but originaly DoomRL was meant nothing more then a test of a few ideas. It never meant to be released. Hence many things in the code were rushed, and done "just so it works". The core was written in 1-2 weeks, but:
1) I had a lot (failed) roguelike-specific experience beforehand
2) I had a decent Pascal knowledge
3) I had a IO library ready
4) The code was FULL of HACKS
So I guess it wasn't hard then, but it is a pain in the ass now :-(.
Aerton:
Kornel forgot to mention the rec.games.roguelike.development usenet group - THE place for roguelike development (so bad I'm currently resticted to read-only access to it :(
If you need help with compilers, you'd better start with mastering the programming language of your choice (I'd suggest a pygame) and writing a more simple game than a roguelike. DRL might look uncomplicated (a bunch of # * and @ running around), but that is an illusion. Even 7DRLs are harder to make than they seem to be as they tend to use existing codebases.
Quoting: AnticheeseSo the end result is a possible outcome of roughly 10,000,000,000 (Ten billion) different roguelikes that can come out of the same generator.
It's easy to make billions of something then it comes to computers, but if you have ten billions of interesting games in mind (with differences large than blue demons and green barons), than making such a generator isn't any easier than making all these billions yourself.
Kornel Kisielewicz:
Quoting: Aertonso bad I'm currently resticted to read-only access to it
Aerton, if you really want it, I can provide you with an account on a polish e-mail provider, that also grants for it's members a newsserver that carries rgrd -- the only downside is that you need to provide their e-mail in the ReplyTo field. Not a big problem tough, you can mention in the sig that it's "fake" ;-)
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