Chaosforge Forum

  • April 25, 2024, 15:19
  • Welcome, Guest
Please login or register.



Login with username, password and session length
Pages: 1 2 3 4 [All]

Author Topic: General Progress Tracking -- Revisited  (Read 21144 times)

Kornel Kisielewicz

  • God Hand
  • Apostle
  • *
  • *
  • Offline Offline
  • Posts: 4562
    • View Profile
    • http://chaosforge.org/
General Progress Tracking -- Revisited
« on: September 12, 2006, 18:38 »

Original thread:
http://doomforum.chaosforge.org/index.php?action=vthread&forum=3&topic =7

I'm kinda stuck on implementing this feature. I think I lost the idea :/. Here are the questions I would like you to help me to answer:

1. How should the player achieve further ranks?
The current idea is to present the player with challenges that he must complete for the next level. These would be a mix of normal game challenges, and Challenge games to be completed to a certain level.

2. What things should the system track?
Currently I thought of those:
* kill count of each monster per diff level
* fullwon/won/partialwon/lost/quit games per diff level
* average level per diff level
* fullwon/won/partialwon/lost/quit games per challenge

3. What would be the benefit of attaining ranks?
This one is probably the hardest. The ones I can think of:
* Unlocking further challenge games
* Unlocking Nightmare mode
* further fame in the future ladder system
* Just for the rank to be displayed in your mortems

4. Will this realy be a good addition to DoomRL?
Because I kinda lost confidence in it :|

Please reply!
Logged
at your service,
Kornel Kisielewicz

Jorge Alonso

  • DoomRL Testing Ops
  • Elder Chaos Guard
  • Second Lieutenant
  • *
  • *
  • Offline Offline
  • Posts: 167
    • View Profile
General Progress Tracking -- Revisited
« Reply #1 on: September 12, 2006, 19:56 »

Quoting: Kornel Kisielewicz
present the player with challenges that he must complete for the next level

Challenges? Do you mean ``end this level with 100% kills'', ``end this levels with all barrels intacts'', ``get all the x items'', ''push all the levers''...? It would be nice.

Quoting: Kornel Kisielewicz
What things should the system track?

The easy way is to sum all the XP.

Quoting: Kornel Kisielewicz
What would be the benefit of attaining ranks?

I will can begin the game in the level that I choose.

Quoting: Kornel Kisielewicz
Will this realy be a good addition to DoomRL?

Seems it would be nice, but it's more work! At least, the new challenges system don't must interrupt the actual/normal way of playing DoomRL.
Logged

Aerton

  • Elder Chaos Guard
  • First Lieutenant
  • *
  • *
  • Offline Offline
  • Posts: 205
    • View Profile
General Progress Tracking -- Revisited
« Reply #2 on: September 13, 2006, 07:01 »

Duh, I misread the OP and commented as it were a challenge mode, not tracking between games. Fell free to ignore.

Even now, when there is no system implemented, people strive to get 100% kills to get that special line in the chardump. Or look at the pistol-only YAVP, or melee YASDs. So, I assume even if the addition will not gain much attention at the start, it will provide room for a further achievement after completion.
Logged

Thomas

  • DoomRL Wiki and Testing Ops
  • Elder Chaos Guard
  • Major General
  • *
  • *
  • Offline Offline
  • Posts: 881
  • How's it going?
    • View Profile
General Progress Tracking -- Revisited
« Reply #3 on: September 13, 2006, 08:44 »

1. I think it could work in 1 of 2 ways:

a. Stat orientated

The lowest amount of turns in a victory, highest level, highest %killed in a victory, etc. of all your games is recorded, and each one contributes to a total, which is then turned in to a rank. For example, for every %killed in your best victory, you gain 5 points, for every level up your character went through in your best game, you gain 25 points, for every monster you killed in your best game, you gain a point.

In this case a low rank would be achieved with 100 points, whereas 2000 would be incredible.

b. Goal orientated

In this one, you gain points by achieving certain goals, like beating the game on difficulty 4, or defeating 300 enemies in a single game, or visiting all secret levels in the game, or by beating JC (whether you survive or not), etc.

2. It really depends on whether you want long time players rewarded, or skillful players rewarded.

Long time players are rewarded:
Enemies killed
Cybies killed
Melee kills
Stairs gone down

Skillful players are rewarded:
Highest level on each diff
Points gained in a single game
Highest %killed in a victory
YAAM victories

I suggest using both, having a rank like this:

Sergeant (skill rank) Thomas, a very experienced soldier (long time rank), defeated the Cyberdemon on level 20 on Phobos's base. (I'm allowed to dream aren't I?)

3. Simply for fame, in my opinion. Maybe an unlockable or two, but I would rather say General Thomas killed the cybie, rather than Marine Thomas, and would work for a better rank simply for that.

4. Yes, but not one that you need to add with top priority. Put it in when you get the time.
Logged
Arch-Vile Chaos Major Thomas
[26/26/26/25/9/1]
Medals: 35/43 Specials: 69/67 Assemblies: 36/40

Kornel Kisielewicz

  • God Hand
  • Apostle
  • *
  • *
  • Offline Offline
  • Posts: 4562
    • View Profile
    • http://chaosforge.org/
General Progress Tracking -- Revisited
« Reply #4 on: September 13, 2006, 17:24 »

Thomas, this idea of seperate skill and experience rank is great :). One of them (i think experience) would have military ranks -- Private, Corporal, Seregant, Lieutenant, Captain, Major, Colonel, General -- and the other (i think skill) would be based on Doom races (Human, Former Human, Imp, Demon, Cacodemon, Mancubus, Hell Knight, Arch-Vile, Hell Baron, Cyberdemon).

So you could have a tagline title like :
Hell Knight Colonel
Imp Lieutenant
or even
Cyberdemon Private :D

Or maybe the other way round?

Anyway, the advancement screenwould say something like:

Skill rank : Former human
Exp rank : Lieutenant

To attain Imp skill rank you still need to:
* get to level 6 on Nightmare
* get to level 10 in the Angel of purity Challenge
* attain any victory on "I'm too young to die"

To attain Captain rank you still need to:
* kill 22 more imps
* kill 3 more hell knights
* kill 12 more monsters in melee
* survive 3 times to level 10

What do you think?
Logged
at your service,
Kornel Kisielewicz

Malek Deneith

  • Grand Inquisitor Emeritus
  • Grand Inquisitor
  • Lieutenant General
  • *
  • *
  • Offline Offline
  • Posts: 1256
    • View Profile
General Progress Tracking -- Revisited
« Reply #5 on: September 13, 2006, 18:08 »

Quoting: Kornel Kisielewicz
One of them (i think experience) would have military ranks (...) and the other (i think skill) would be based on Doom races (...).

This reminds me of Frontier ^_^
Quoting: Kornel Kisielewicz
What do you think?

Fun idea, go for it

Oh and BTW, speaking of non-general progress tracking how about "monsters killed X from Y" on equipment screen for easier level clearing? (It has been suggested somehere between 0.9.8 and first beta ;P )
Logged
Inquisition - saving your soul, one bolter shell at a time.
Spoiler: "Hackmaster Kills" (click to show/hide)

Kornel Kisielewicz

  • God Hand
  • Apostle
  • *
  • *
  • Offline Offline
  • Posts: 4562
    • View Profile
    • http://chaosforge.org/
General Progress Tracking -- Revisited
« Reply #6 on: September 13, 2006, 18:17 »

Quoting: Malek
Oh and BTW, speaking of non-general progress tracking how about "monsters killed X from Y" on equipment screen for easier level clearing? (It has been suggested somehere between 0.9.8 and first beta ;P )

Nag, that would be too arcadish. I might make a "You feel safe now." message instead.
Logged
at your service,
Kornel Kisielewicz

Malek Deneith

  • Grand Inquisitor Emeritus
  • Grand Inquisitor
  • Lieutenant General
  • *
  • *
  • Offline Offline
  • Posts: 1256
    • View Profile
General Progress Tracking -- Revisited
« Reply #7 on: September 13, 2006, 18:30 »

Quoting: Kornel Kisielewicz
I might make a "You feel safe now." message instead.

Anything that tells me I'm done with the level for good works for me ^^
Logged
Inquisition - saving your soul, one bolter shell at a time.
Spoiler: "Hackmaster Kills" (click to show/hide)

Anticheese

  • Lieutenant Colonel
  • *
  • Offline Offline
  • Posts: 483
    • View Profile
General Progress Tracking -- Revisited
« Reply #8 on: September 14, 2006, 00:26 »

I love this idea, Could it be tied in to the forum? (I.E Click on a button beneath the avatar to see their achievements)?

Quoting: Malek

Anything that tells me I'm done with the level for good works for me ^^


Same here
Logged

Kornel Kisielewicz

  • God Hand
  • Apostle
  • *
  • *
  • Offline Offline
  • Posts: 4562
    • View Profile
    • http://chaosforge.org/
General Progress Tracking -- Revisited
« Reply #9 on: September 14, 2006, 14:41 »

Quoting: Anticheese
I love this idea, Could it be tied in to the forum? (I.E Click on a button beneath the avatar to see their achievements)?

That's the whole idea :). The rank itself could be viewed instead of the description under you'r avatar.
Logged
at your service,
Kornel Kisielewicz

Kornel Kisielewicz

  • God Hand
  • Apostle
  • *
  • *
  • Offline Offline
  • Posts: 4562
    • View Profile
    • http://chaosforge.org/
General Progress Tracking -- Revisited
« Reply #10 on: September 14, 2006, 16:03 »

Now that I thought about it it should be the opposite -- demon ranks will be given for mass-slaughter, and military ranks for finesse and challenges. Right?
Logged
at your service,
Kornel Kisielewicz

Anticheese

  • Lieutenant Colonel
  • *
  • Offline Offline
  • Posts: 483
    • View Profile
General Progress Tracking -- Revisited
« Reply #11 on: September 14, 2006, 23:19 »

Agreed.

Now what did I say about double posting? ;-)

But anyhow, Could you also do this little bit of niftyness: Let's take a leaf out of Galactic Civilizations II (www.galciv2.com) and have icons at the bottom of your posts representing your achievements.

Look in the Galciv II forums for examples, I.E A Sergent who plays on ultra violence would have a 50x50 icon of Sergent Stripes and a 50x50 icon similar to the difficulty meter on the Galciv 2 forums (Think like an odometer going from green to red, Here it could work by averaging out all the uploaded games, And if you play nightmare mode alot then it will have the "Skull 'O Evil" superimposed on it.)

I'd love to see this in.
Logged

Kornel Kisielewicz

  • God Hand
  • Apostle
  • *
  • *
  • Offline Offline
  • Posts: 4562
    • View Profile
    • http://chaosforge.org/
General Progress Tracking -- Revisited
« Reply #12 on: September 14, 2006, 23:35 »

Ok, but this is a feature for the future :>. I don't think I'll manage to do that soon, unless someone with decent PHP skills comes to my help :D.
Logged
at your service,
Kornel Kisielewicz

Anticheese

  • Lieutenant Colonel
  • *
  • Offline Offline
  • Posts: 483
    • View Profile
General Progress Tracking -- Revisited
« Reply #13 on: September 14, 2006, 23:39 »

Anyone here got decent PHP skills ready to come and help Kornel?
Logged

Thomas

  • DoomRL Wiki and Testing Ops
  • Elder Chaos Guard
  • Major General
  • *
  • *
  • Offline Offline
  • Posts: 881
  • How's it going?
    • View Profile
General Progress Tracking -- Revisited
« Reply #14 on: September 16, 2006, 06:00 »

Here's some goals for you, once you get around to adding them in:

Skill:
Defeat over 4 enemies in less than 10 turns. (Medium)
Fully beat hell's arena on difficulty 4 (Medium)
Do a partial victory without using a thermie (Hard)
Kill 10 arachs in one game (Med-Hard)
Defeat 20 enemies in melee in one game (Med-Low)
Get a 100% kill count on a diff 2 victory (Hard)
Pull all levers in the game, even the ones that fill the whole level with lava. (Medium)
Beat the game on angel of ______ (Low to Very hard)
Defeat 100 lost souls in one game (Hard)
Defeat 500 enemies in one game (Hard)
Defeat 100 lost souls in one game, but no pain elementals. (Very hard)

Exp:

Defeat 10,000 enemies (Hard)
Beat the game on all 5 difficulties (Incredibly hard) (Also a skill goal)
Defeat 300 non-demons (Medium)
Get all traits to the max level (Med-Low)
Gain 10000 XP (Med-Low)
Gain 100000 points (Medium)
Level up 20 times (Low)
Destroy 500 barrels (Med-Hard)
Logged
Arch-Vile Chaos Major Thomas
[26/26/26/25/9/1]
Medals: 35/43 Specials: 69/67 Assemblies: 36/40

Anticheese

  • Lieutenant Colonel
  • *
  • Offline Offline
  • Posts: 483
    • View Profile
General Progress Tracking -- Revisited
« Reply #15 on: September 16, 2006, 07:20 »

Quoting: Thomas
Defeat over 4 enemies in less than 10 turns.


Impossible.

100 turns? Maybe, But it takes about 35 turns to even get to the DOOR of the phobos base.
Logged

Malek Deneith

  • Grand Inquisitor Emeritus
  • Grand Inquisitor
  • Lieutenant General
  • *
  • *
  • Offline Offline
  • Posts: 1256
    • View Profile
General Progress Tracking -- Revisited
« Reply #16 on: September 16, 2006, 10:11 »

Quoting: Thomas
Get all traits to the max level (Med-Low)

Impossible (Kornel admitted recently that there is a sort of exp cap after some level :( )
Quoting: Anticheese
Quoting: ThomasDefeat over 4 enemies in less than 10 turns.

Impossible.

100 turns? Maybe, But it takes about 35 turns to even get to the DOOR of the phobos base.

Change turns to moves and it gets all too easy (Combat Shotgun FTW :D)
Logged
Inquisition - saving your soul, one bolter shell at a time.
Spoiler: "Hackmaster Kills" (click to show/hide)

Thomas

  • DoomRL Wiki and Testing Ops
  • Elder Chaos Guard
  • Major General
  • *
  • *
  • Offline Offline
  • Posts: 881
  • How's it going?
    • View Profile
General Progress Tracking -- Revisited
« Reply #17 on: September 16, 2006, 11:05 »

Quoting: Anticheese
Impossible.

100 turns? Maybe, But it takes about 35 turns to even get to the DOOR of the phobos base.


No, within 10 turns of eachother, as in killing 4 enemies at once.

Quoting: Malek
Quoting: Thomas
Get all traits to the max level (Med-Low)
Impossible (Kornel admitted recently that there is a sort of exp cap after some level :( )


No, in seperate characters, like have one with level 3 ironman, one with level 2 cateye... etc.
Logged
Arch-Vile Chaos Major Thomas
[26/26/26/25/9/1]
Medals: 35/43 Specials: 69/67 Assemblies: 36/40

Kornel Kisielewicz

  • God Hand
  • Apostle
  • *
  • *
  • Offline Offline
  • Posts: 4562
    • View Profile
    • http://chaosforge.org/
General Progress Tracking -- Revisited
« Reply #18 on: September 16, 2006, 16:06 »

Quoting: Thomas
Defeat over 4 enemies in less than 10 turns. (Medium)

Trivial :)
Quoting: Thomas
Fully beat hell's arena on difficulty 4 (Medium)

Almost Impossible :D (you know what's the final boss on hell's arena?)
Quoting: Thomas
Do a partial victory without using a thermie (Hard)

I don't get it :/. How?
Quoting: Thomas
Kill 10 arachs in one game (Med-Hard)
Defeat 20 enemies in melee in one game (Med-Low)

Both easy.
Quoting: Thomas
Get a 100% kill count on a diff 2 victory (Hard)

Medium.
Quoting: Thomas
Defeat 100 lost souls in one game (Hard)
Defeat 500 enemies in one game (Hard)
Defeat 100 lost souls in one game, but no pain elementals. (Very hard)

These actually depend on luck and not on skill :/
Quoting: Thomas
Beat the game on all 5 difficulties (Incredibly hard) (Also a skill goal)

Next to impossible concerning Nightmare :>. This will be the final challenge for the General skill rank.
Logged
at your service,
Kornel Kisielewicz

Anticheese

  • Lieutenant Colonel
  • *
  • Offline Offline
  • Posts: 483
    • View Profile
General Progress Tracking -- Revisited
« Reply #19 on: September 17, 2006, 00:17 »

Quoting: Kornel Kisielewicz
Do a partial victory without using a thermie (Hard)

I don't get it :/. How?


Easy, Catch yourself in the blast radius of a rocket that will kill the CD and you.

Quoting: Kornel Kisielewicz
Defeat 100 lost souls in one game (Hard)
Defeat 500 enemies in one game (Hard)
Defeat 100 lost souls in one game, but no pain elementals. (Very hard)

These actually depend on luck and not on skill :/


Agreed.

Quoting: Kornel Kisielewicz
Defeat over 4 enemies in less than 10 turns. (Medium)

Trivial :)


It is now.

Quoting: Kornel Kisielewicz
Beat the game on all 5 difficulties (Incredibly hard) (Also a skill goal)

Next to impossible concerning Nightmare :>. This will be the final challenge for the General skill rank.


Care to share a bit more info concerning nightmare mode?
Logged

Thomas

  • DoomRL Wiki and Testing Ops
  • Elder Chaos Guard
  • Major General
  • *
  • *
  • Offline Offline
  • Posts: 881
  • How's it going?
    • View Profile
General Progress Tracking -- Revisited
« Reply #20 on: September 17, 2006, 00:41 »

Quoting: Kornel Kisielewicz
Quoting: Thomas
Defeat 100 lost souls in one game (Hard)
Defeat 500 enemies in one game (Hard)
Defeat 100 lost souls in one game, but no pain elementals. (Very hard)
These actually depend on luck and not on skill :/


I assumed the new pain elementals spawned lost souls, was I wrong?

Oh, and I have gotten to the final boss of Hell's arena I think, does it go:

Demons, souls and cacos
Losta cacos
2 Barons (one of which I've killed. DOH!)
Logged
Arch-Vile Chaos Major Thomas
[26/26/26/25/9/1]
Medals: 35/43 Specials: 69/67 Assemblies: 36/40

Kornel Kisielewicz

  • God Hand
  • Apostle
  • *
  • *
  • Offline Offline
  • Posts: 4562
    • View Profile
    • http://chaosforge.org/
General Progress Tracking -- Revisited
« Reply #21 on: September 17, 2006, 00:51 »

Quoting: Thomas
I assumed the new pain elementals spawned lost souls, was I wrong?

Yes, but they're buggy in the posted wad :>

Quoting: Thomas
Demons, souls and cacos
Losta cacos
2 Barons (one of which I've killed. DOH!)

*giggles*
Logged
at your service,
Kornel Kisielewicz

Anticheese

  • Lieutenant Colonel
  • *
  • Offline Offline
  • Posts: 483
    • View Profile
General Progress Tracking -- Revisited
« Reply #22 on: September 17, 2006, 00:54 »

Just wondering, Do you have Arch-Viles implimented yet?
Logged

Kornel Kisielewicz

  • God Hand
  • Apostle
  • *
  • *
  • Offline Offline
  • Posts: 4562
    • View Profile
    • http://chaosforge.org/
General Progress Tracking -- Revisited
« Reply #23 on: September 17, 2006, 00:55 »

Quoting: Anticheese
Just wondering, Do you have Arch-Viles implimented yet?

Not yet, but they are planned for this release. To do them tough, I will need to make each monster drop a distinct corpse-tile :/
Logged
at your service,
Kornel Kisielewicz

Thomas

  • DoomRL Wiki and Testing Ops
  • Elder Chaos Guard
  • Major General
  • *
  • *
  • Offline Offline
  • Posts: 881
  • How's it going?
    • View Profile
General Progress Tracking -- Revisited
« Reply #24 on: September 17, 2006, 01:33 »

Well, I just beat Hell's arena on diff 4, and if I can do it, then it's definatly a medium or lower.
Logged
Arch-Vile Chaos Major Thomas
[26/26/26/25/9/1]
Medals: 35/43 Specials: 69/67 Assemblies: 36/40

Anticheese

  • Lieutenant Colonel
  • *
  • Offline Offline
  • Posts: 483
    • View Profile
General Progress Tracking -- Revisited
« Reply #25 on: September 17, 2006, 06:31 »

Quoting: Kornel Kisielewicz

Not yet, but they are planned for this release. To do them tough, I will need to make each monster drop a distinct corpse-tile :/


Another way to do it is to have a number of variables that track what died and where.

I.E Corpse1 = Former Human (16,24)
Logged

Kornel Kisielewicz

  • God Hand
  • Apostle
  • *
  • *
  • Offline Offline
  • Posts: 4562
    • View Profile
    • http://chaosforge.org/
General Progress Tracking -- Revisited
« Reply #26 on: September 17, 2006, 15:45 »

Quoting: Anticheese
Another way to do it is to have a number of variables that track what died and where.

This is an ugly "hack" solution. I would prefer to keep away from those :/
Logged
at your service,
Kornel Kisielewicz

STL

  • Private FC
  • *
  • Offline Offline
  • Posts: 18
    • View Profile
General Progress Tracking -- Revisited
« Reply #27 on: September 21, 2006, 07:14 »

Don't tell me you are keeping track of everything by their apperance!

Correct (meaning less hassle & easy to implement , maintain and extend) solution is to have logical data separate from the visual one.

If you have them separate, then it should be no problem to add a some new entities in your datastructure, even if thats an int array. Assuming the Pascal version/clone? you are using is object oriented (i.e. derived from Object Pascal), it'd be 10 minutes of coding.

If first sentence actually describes what you are doing right now, or even if it des not, I believe I can help you with general desing and other theoretical aspects of your game. If interested, let me know, so that I can give you an e-mail address that I check more frequently.
Logged

Anticheese

  • Lieutenant Colonel
  • *
  • Offline Offline
  • Posts: 483
    • View Profile
General Progress Tracking -- Revisited
« Reply #28 on: September 21, 2006, 08:29 »

Kornel has a sound reason for using corpses tailored to the species of demon, By doing this the Arch-Vile can pick the nearest (non arch-vile) corpse and ressurect it without much difficulty.
Logged

Kornel Kisielewicz

  • God Hand
  • Apostle
  • *
  • *
  • Offline Offline
  • Posts: 4562
    • View Profile
    • http://chaosforge.org/
General Progress Tracking -- Revisited
« Reply #29 on: September 21, 2006, 12:40 »

Quoting: STL
Don't tell me you are keeping track of everything by their apperance!

No, corpses are handeled exactly the same as normal terrain, that it they are referances to a tileset table.

Quoting: STL
Assuming the Pascal version/clone? you are using is object oriented (i.e. derived from Object Pascal), it'd be 10 minutes of coding.

The problem with DoomRL is the fact that it is a hybrid -- it was origianly built as a procedural program, then many parts were converted to OOP. The monsters, items etc, are OOP, but the terrain features are indexes to an feature array. Paradoxicaly this *IS* the best approach, only it could be implemented better :). Some rewrites to the code would be useful, but are not a priority (and priority rewrites would be the Vision, AI and DunGen code anyway).

Quoting: STL
If first sentence actually describes what you are doing right now, or even if it des not, I believe I can help you with general desing and other theoretical aspects of your game. If interested, let me know, so that I can give you an e-mail address that I check more frequently.

I've written four semi-complete roguelike games, and designed/prototyped and thrown away many, many more -- believe me, I know what I'm doing :).
Logged
at your service,
Kornel Kisielewicz

STL

  • Private FC
  • *
  • Offline Offline
  • Posts: 18
    • View Profile
General Progress Tracking -- Revisited
« Reply #30 on: September 22, 2006, 04:35 »

Quoting: Kornel Kisielewicz
Paradoxicaly this *IS* the best approach

Not really. In fact, the truth of the sentence depends on the meaning of "best". In true OOP fashion, The terrain should be an object, with every feature (I mean square, character, or whatever you call them) being an object inside that. I'm not saying the array would not be there, but it will not be exposed. This approach allows terrain to "behave" pretty easily, i.e. traps. This approach allows you to centralize the terrain related logic, so that tomorrow you can have non-squared terrain with minimum change in your code (not that you should, but you could). Always leave room for expansion.  
Quoting: Kornel Kisielewicz
believe me, I know what I'm doing

I didn't want to imply that you do not know what you are doing, I'm just trying to make what you are doing better, so that you can be better, so that you can really achieve something great(er) in the future. I like the fact that all by yourself you are achieving something that is loved by many people. Which makes me believe you have a great potential.
Logged

Kornel Kisielewicz

  • God Hand
  • Apostle
  • *
  • *
  • Offline Offline
  • Posts: 4562
    • View Profile
    • http://chaosforge.org/
General Progress Tracking -- Revisited
« Reply #31 on: September 22, 2006, 17:50 »

Quoting: STL
In true OOP fashion, The terrain should be an object, with every feature (I mean square, character, or whatever you call them) being an object inside that.

And that despite being correct OOP wise, is a real pain for a roguelike design :/. Not to mention memory consumption and processing speed.

I use a more complex system for GenRogue and Carceri (more OOP definitively). But DoomRL is intended to have it's limits. After I release the graphical 1.0.0, maybe make an extended 1.1 version, and maybe add a campaign editor and ladder, DoomRL will be considered "finished".
Logged
at your service,
Kornel Kisielewicz

Santiago Zapata

  • Temple Guardian
  • Backer
  • First Lieutenant
  • *
  • *
  • Offline Offline
  • Posts: 236
  • Roguelike Developer
    • View Profile
    • Slashie.net
General Progress Tracking -- Revisited
« Reply #32 on: September 22, 2006, 18:30 »

Quoting: Kornel Kisielewicz
is a real pain for a roguelike design

Unless he is developing a roguelike, it may be hard to understand ;)

Quoting: Kornel Kisielewicz
After I release the graphical 1.0.0, maybe make an extended 1.1 version, and maybe add a campaign editor and ladder, DoomRL will be considered "finished".


That's very nice to read ;)
Logged
Slash (Castlevania, Metroid, Drash, ZeldaRL)
Temple of The Roguelike
Slashie.net

STL

  • Private FC
  • *
  • Offline Offline
  • Posts: 18
    • View Profile
General Progress Tracking -- Revisited
« Reply #33 on: September 23, 2006, 08:31 »

Quoting: Kornel Kisielewicz
is a real pain for a roguelike design :/.

That, I don't argue, definitely it will require time spent on it. But "best" is not often same as easy. That was my point. Also, something that looks as easy, can easily turn out to be taking more of your time in the end. That's why, I always prefer flexibility & robustness over easy. But yet, every artist has their own brush.

And just for the note: since the topic is on roguelike, it's very very hard to make something (sensible) that has problems with memory consumption or processing speed. Given any time, you can have at most 1600 items to work with. 1 kb each, and rest of your code etc, you have 2 MB memory consumption. Processing is not a big deal, since it's turn based.

Quoting: Santiago Zapata
Unless he is developing a roguelike, it may be hard to understand ;)

I am. Sort of. If you like pain, try a simple (pong?) realtime (as opposed to turn based) multiplayer game with more than two players playing at the same time. That problem gets real interesting real quick.

Anyway, If anyone needs to discuss something about computers, you know where to find me. I'll silently wait for next DoomRL version.
Logged

Anticheese

  • Lieutenant Colonel
  • *
  • Offline Offline
  • Posts: 483
    • View Profile
General Progress Tracking -- Revisited
« Reply #34 on: September 23, 2006, 10:57 »

The problem with MMOPong is that you have conflicts of commands coming in on both sides and without any communication between teams you are just going to be stuck without a moving paddle, The best solution would be to have a visible queue of people and give each person 10 seconds.

Quoting: Santiago Zapata
After I release the graphical 1.0.0, maybe make an extended 1.1 version, and maybe add a campaign editor and ladder, DoomRL will be considered "finished".


That's very nice to read ;)


Agreed
Logged

Santiago Zapata

  • Temple Guardian
  • Backer
  • First Lieutenant
  • *
  • *
  • Offline Offline
  • Posts: 236
  • Roguelike Developer
    • View Profile
    • Slashie.net
General Progress Tracking -- Revisited
« Reply #35 on: September 23, 2006, 16:34 »

Quoting: STL
That problem gets real interesting real quick.

That's an area I want to tackle, last real time game I created was about 4 years ago in QBasic, single player.

Quoting: STL
If anyone needs to discuss something about computers, you know where to find me.


Where?
Logged
Slash (Castlevania, Metroid, Drash, ZeldaRL)
Temple of The Roguelike
Slashie.net

STL

  • Private FC
  • *
  • Offline Offline
  • Posts: 18
    • View Profile
General Progress Tracking -- Revisited
« Reply #36 on: September 23, 2006, 23:27 »

Quoting: Anticheese
The problem with MMOPong is that you have conflicts of commands coming in on both sides and without any communication between teams you are just going to be stuck without a moving paddle, The best solution would be to have a visible queue of people and give each person 10 seconds.

Why do you assume there are only 2 paddles? What about 4, on each side of a square, or, 6, cubic version with 3D graphics, or just 2 sides with more than one paddle (of different colors to "parry" different colored balls) each. IMHO, every paddle should have only one controller. The possibilities are endless, although some of them are lacking feasibility. Also I wouldn't say MMOPong, something feasible with pong in Massive Multiplayer Online genre, IMO, would not look like Pong anymore.

Quoting: Santiago Zapata
Where?

I was meaning here. I check this forum at least 5 times a week, any discussions can go on in off-topic forum, so everyone can contribute. I'd say that is the best way.

I'd suggest C#, VB#, J# or Java for any kind of game, especially if it's multiplayer. I'd go with C++, C or Pascal for games that really need to squeeze resources out of the computer.
Logged

Kornel Kisielewicz

  • God Hand
  • Apostle
  • *
  • *
  • Offline Offline
  • Posts: 4562
    • View Profile
    • http://chaosforge.org/
General Progress Tracking -- Revisited
« Reply #37 on: September 24, 2006, 16:56 »

I'd suggest C#, VB# if you want to annoy the hell out of Linux people, and put your 0,02 M$ into the monopoly :)
Logged
at your service,
Kornel Kisielewicz

STL

  • Private FC
  • *
  • Offline Offline
  • Posts: 18
    • View Profile
General Progress Tracking -- Revisited
« Reply #38 on: September 24, 2006, 20:55 »

Quoting: Kornel Kisielewicz
I'd suggest C#, VB# if you want to annoy the hell out of Linux people, and put your 0,02 M$ into the monopoly :)

 1- They are free. See Visual Studio 2005 Express Edition.
 2- Linux is not for gaming :). Also I believe there are some C# and VB# compilers for Linux around, but I might be wrong.

If you want 95% platform independency, go with Java. Java is flexible, almost completely platform independent, and very slow.

If you want to run your game on multiple platforms, IMO, the most efficient way of doing it it using C++ or C. You should split your game into two parts: Game and Platform. Game should only be data structures, algorithms etc for your game. Platform should be the part where you interact with OS (graphics, sound, file system etc.). Why C/C++? Because every platform (Windows, Linux, MacOs, Solaris etc.) has a compiler for them.
Logged

Santiago Zapata

  • Temple Guardian
  • Backer
  • First Lieutenant
  • *
  • *
  • Offline Offline
  • Posts: 236
  • Roguelike Developer
    • View Profile
    • Slashie.net
General Progress Tracking -- Revisited
« Reply #39 on: September 25, 2006, 17:23 »

Quoting: STL
If you want 95% platform independency, go with Java

Yeah, abandon FreePascal and go with Java! ;)

Quoting: STL
2- Linux is not for gaming :).

Woot!?

Quoting: STL
You should split your game into two parts: Game and Platform. Game should only be data structures, algorithms etc for your game. Platform should be the part where you interact with OS (graphics, sound, file system etc.)


I am sure Kornel knows about this ;)

Actually I myself split the game into four parts: Game, Engine, User Interface and System interface. The Game-Engine splitting, as known by anybody who's got into RL development, is the one that make your head hurt and I now think should be avoided. I wrote a small text about it sometime ago, you all can find it at http://peltkore.net/~szdev/ga/eng/docs/layers.htm
Logged
Slash (Castlevania, Metroid, Drash, ZeldaRL)
Temple of The Roguelike
Slashie.net

STL

  • Private FC
  • *
  • Offline Offline
  • Posts: 18
    • View Profile
General Progress Tracking -- Revisited
« Reply #40 on: September 26, 2006, 07:00 »

Quoting: Santiago Zapata
Yeah, abandon FreePascal and go with Java! ;)

I'm hoping you are not suggesting pascal (or *pascal* ) is platform independent.

Your article can be a good start for beginners. But I didn't understand why would you place UI in a seperate bin. It's rather an interesting idea to split Game from UI, why would you change Game or UI independent from each other?

And again, I'm not saying what Kornel knows/doesn't know/can do/cannot do/whatever. Whether anyone realizes or not, there are people in this forum who want to get started on doing something on their own, I'm merely trying to help them.
Logged

Kornel Kisielewicz

  • God Hand
  • Apostle
  • *
  • *
  • Offline Offline
  • Posts: 4562
    • View Profile
    • http://chaosforge.org/
General Progress Tracking -- Revisited
« Reply #41 on: September 26, 2006, 15:04 »

Quoting: STL
I'm hoping you are not suggesting pascal (or *pascal* ) is platform independent.


That's the whole point : you obviously have some proper education in the IT field, but don't now all the nuisances yet. DoomRL is written in FreePascal ( http://www.freepascal.org/ ) and FreePascal IS highly portable. The number of supported platforms is great, and the portability of FreePascal code is a lot greater then C/C++ code.
Logged
at your service,
Kornel Kisielewicz

Santiago Zapata

  • Temple Guardian
  • Backer
  • First Lieutenant
  • *
  • *
  • Offline Offline
  • Posts: 236
  • Roguelike Developer
    • View Profile
    • Slashie.net
General Progress Tracking -- Revisited
« Reply #42 on: September 26, 2006, 15:48 »

Quoting: STL
But I didn't understand why would you place UI in a seperate bin. It's rather an interesting idea to split Game from UI, why would you change Game or UI independent from each other?


Well, more than separate bins, I am talking about separate modules on the same bin, if your implementation language allows that...

The idea of Game and UI being independant is to allow replacement of these modules via definted "interfaces" so that only one Game has to be mantained but several representations can be provided

Quoting: STL
I'm merely trying to help them.


Ok ;)
Logged
Slash (Castlevania, Metroid, Drash, ZeldaRL)
Temple of The Roguelike
Slashie.net

STL

  • Private FC
  • *
  • Offline Offline
  • Posts: 18
    • View Profile
General Progress Tracking -- Revisited
« Reply #43 on: September 28, 2006, 04:37 »

Quoting: Kornel Kisielewicz
FreePascal IS highly portable. The number of supported platforms is great, and the portability of FreePascal code is a lot greater then C/C++ code

Ok, let me explain:
Portable : You implement your program, build and run it on a single platform. You bring your source code to other platform, fix it for platform differences, build and compile it. Repeat for each and every possible platform you need to support.
Platform Independent: You implement your program, and you are done.

So, portability is not platform independency. Since no one, including the developers of these games, expects this games to work on every platform, it's not a big issue. But everyone wants to support main platforms. Just for the sake of argument, if you used a platform independent language such as Java, there would not be a Linux version, there would be only one version that works both on Windows and Linux (and MacOs, and Solaris, and... well you get the idea).

I've checked out the FreePascal site, and in the main page, they say that they are supporting 9 OS and 4 processors. FYI: C/C++ is supported virtualy on every OS and processor.

Quoting: Santiago Zapata
The idea of Game and UI being independant is to allow replacement of these modules via definted "interfaces" so that only one Game has to be mantained but several representations can be provided

Ok, It's just you are considering Game = Logic of the game (internal objects data structures etc), UI = (UI interactions of the user that is based on the logic, which makes the real gameplay experience).
Logged

Kornel Kisielewicz

  • God Hand
  • Apostle
  • *
  • *
  • Offline Offline
  • Posts: 4562
    • View Profile
    • http://chaosforge.org/
General Progress Tracking -- Revisited
« Reply #44 on: September 28, 2006, 04:39 »

Quoting: STL
I've checked out the FreePascal site, and in the main page, they say that they are supporting 9 OS and 4 processors. FYI: C/C++ is supported virtualy on every OS and processor.

Tell me at least one that is not listed there, that I should care about ;].
Logged
at your service,
Kornel Kisielewicz

STL

  • Private FC
  • *
  • Offline Offline
  • Posts: 18
    • View Profile
General Progress Tracking -- Revisited
« Reply #45 on: September 29, 2006, 07:38 »

Quoting: Kornel Kisielewicz
Tell me at least one that is not listed there, that I should care about ;].

That's the whole point, you should't care about any. :)

Not everyone feels comfortable porting their game between platforms.

Again, this is not for you, it looks like you can take care of yourself just fine.
Logged

Fingerzam

  • Elder Chaos Guard
  • Second Lieutenant
  • *
  • *
  • Offline Offline
  • Posts: 183
    • View Profile
General Progress Tracking -- Revisited
« Reply #46 on: October 03, 2006, 14:46 »

Could completing the game with as little experience as possible be consider as a challenge?
Logged

Shinji_Ikari_9th

  • Elder
  • Major
  • *
  • *
  • Offline Offline
  • Posts: 375
  • Lock and load!
    • View Profile
General Progress Tracking -- Revisited
« Reply #47 on: October 04, 2006, 00:54 »

Quoting: Kornel Kisielewicz
Quoting: Thomas
Do a partial victory without using a thermie (Hard)
I don't get it :/. How?


Simple,  all you have to do is show the Cyber-demon who's boss, and live to tell the tale.
Logged
Over and Out!
Pages: 1 2 3 4 [All]