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Del Duio Born in a Bowling Alley
Registered 29/07/2005
Points 1078
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29th November, 2010 at 13:44:16 -
Just curious about this. While techincally still on a break from making games I've been into playing this cool roguelike called Frozen Depths and was wondering how I might eventually go about making a simple type of game like that using MMF? I know usually those things are super code and text heavy so I wasn't sure if it could be done.
Not to mention a randomly-generated dungeon.. Yikes!
Any ideas?
--
"Del Duio has received 0 trophies. Click here to see them all."
"To be a true ninja you must first pick the most stealthy of our assorted combat suits. Might I suggest the bright neon orange?"
DXF Games, coming next: Hasslevania 2- This Space for Rent!
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Sketchy Cornwall UK
Registered 06/11/2004
Points 1971
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29th November, 2010 at 16:17:11 -
Yes, it can be (and already has been) done.
The dungeon generation algorithm used by the original Rogue is described here: http://kuoi.com/~kamikaze/GameDesign/art07_rogue_dungeon.php
If you want something more complex, you can find huge amounts of information on random dungeon generation online - just google.
eg. http://www.emanueleferonato.com/2009/06/02/understanding-roguelike-dungeons/
I'd suggest you tackle it in this order:
1. Random dungeon generator (incl. monster placement).
2. Player movement and close combat.
3. Experience & leveling-up.
...
4. Everything else... (in no particular order: lighting, monster AI, magic items, weapons, shops, etc).
Just 1-3 would be enough for a playable game - anything else is just a bonus.
Obviously you'll need a few arrays, probably the Text Blitter extension for displaying the map, and maybe the Pathfinding extension if you want lighting / monster AI.
Personally, I think there are so many Roguelikes out there (literally hundreds), that you should at least try to do something different - maybe use a different setting (not the usual boring Orcs & Goblins) and/or add a new kind of game mechanic.
If I were going to do it, I'd probably use a futuristic setting, and have the player control a squad of 4~5 marines (instead of just a single character) on a mission to retrieve something from an alien infested ship. I guess it would be something like "Space Hulk" ( http://www.boardgamegeek.com/boardgame/2163/space-hulk ), but with random map generation and a system for gaining experience. That's just me though...
In case you're interested, this is my favourite Roguelike: http://www.lostlabyrinth.com/
n/a
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Jon C-B I create vaporware
Registered 23/04/2008
Points 237
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29th November, 2010 at 22:16:44 -
Well its been done before
http://create-games.com/download.asp?id=7456
n/a
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Del Duio Born in a Bowling Alley
Registered 29/07/2005
Points 1078
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30th November, 2010 at 12:45:36 -
Gridquest doesn't have a randomly generated map does it?
Thanks for the info, Sketchy!
--
"Del Duio has received 0 trophies. Click here to see them all."
"To be a true ninja you must first pick the most stealthy of our assorted combat suits. Might I suggest the bright neon orange?"
DXF Games, coming next: Hasslevania 2- This Space for Rent!
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Pixelthief Dedicated klik scientist
Registered 02/01/2002
Points 3419
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30th November, 2010 at 17:12:45 -
It has randomly generated maps!
About half of the levels
I had an algorithm for placing the big open areas like in rogue, but I found that the linear paths lent themselves to fighting patterns more (the whole game of gridquest is designed around puzzle-style gameplay, what with how the enemies, attacks, and spells work).
Gridquest V2.00 is out!!
http://www.create-games.com/download.asp?id=7456
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Del Duio Born in a Bowling Alley
Registered 29/07/2005
Points 1078
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1st December, 2010 at 00:09:25 -
Well the best I've ever been able to come up with myself in VB6 was to make 20-odd upper left-hand sections of a map, then 20-odd upper right-hand (ditto for lower lefts and rights) and then pull one of each randomly and "glue" them together into one map level. Then randomly add stuff like chests and monsters and junk. (Game is Dark Chamber, which although not too good I was proud of the level creation).
A lot of what's online is theory on random map generation. The first link Sketchy pointed out is great but it doesn't really tell you how you'd actually do something like that with MMF. Would a bunch of text files or ini files be the best way to pull sections of a map from?
--
"Del Duio has received 0 trophies. Click here to see them all."
"To be a true ninja you must first pick the most stealthy of our assorted combat suits. Might I suggest the bright neon orange?"
DXF Games, coming next: Hasslevania 2- This Space for Rent!
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Pixelthief Dedicated klik scientist
Registered 02/01/2002
Points 3419
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1st December, 2010 at 03:06:15 -
once you've got the algorithm you can convert it into any language
arrays are the most efficient way to store data in mmf2
Gridquest V2.00 is out!!
http://www.create-games.com/download.asp?id=7456
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Don Luciano Heavy combat pancake
Registered 25/10/2006
Points 380
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1st December, 2010 at 11:58:49 -
You can use the dungeon object extension. it generates random rougelike maps.
Code me a sausage!
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Sketchy Cornwall UK
Registered 06/11/2004
Points 1971
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1st December, 2010 at 15:15:08 -
I hadn't heard of that before, but it does look quite nifty
n/a
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Del Duio Born in a Bowling Alley
Registered 29/07/2005
Points 1078
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1st December, 2010 at 15:23:12 -
It's not in the official MMF extension list that I can see, I'll look around and check that out sounds great!
--
"Del Duio has received 0 trophies. Click here to see them all."
"To be a true ninja you must first pick the most stealthy of our assorted combat suits. Might I suggest the bright neon orange?"
DXF Games, coming next: Hasslevania 2- This Space for Rent!
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Sketchy Cornwall UK
Registered 06/11/2004
Points 1971
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1st December, 2010 at 16:23:24 -
http://sites.google.com/site/mmf2stuff/
There seem to be quite a few new extensions for me to try
n/a
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