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  • Why is permadeath essential to a roguelike design?

    - by Gregory Weir
    Roguelikes and roguelike-likes (Spelunky, The Binding of Isaac) tend to share a number of game design elements: Procedurally generated worlds Character growth by way of new abilities and powers Permanent death I can understand why starting with permadeath as a premise would lead you to the other ideas: if you're going to be starting over a lot, you'll want variety in your experiences. But why do the first two elements imply a permadeath approach?

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  • Huge procedurally generated 'wilderness' worlds

    - by The Communist Duck
    Hi. I'm sure you all know of games like Dwarf Fortress - massive, procedural generated wilderness and land. Something like this, taken from this very useful article. However, I was wondering how I could apply this to a much larger scale; the scale of Minecraft comes to mind (isn't that something like 8x the size of the Earth's surface?). Pseudo-infinite, I think the best term would be. The article talks about fractal perlin noise. I am no way an expert on it, but I get the general idea (it's some kind of randomly generated noise which is semi-coherent, so not just random pixel values). I could just define regions X by X in size, add some region loading type stuff, and have one bit of noise generating a region. But this would result in just huge amounts of islands. On the other extreme, I don't think I can really generate a supermassive sheet of perlin noise. And it would just be one big island, I think. I am pretty sure Perlin noise, or some noise, would be the answer in some way. I mean, the map is really nice looking. And you could replace the ascii with tiles, and get something very nice looking. Anyone have any ideas? Thanks. :D -TheCommieDuck

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  • Inconsistent movement / line-of-sight around obstacles on a hexagonal grid

    - by Darq
    In a roguelike game I've been working on, one of my core design goals has been to allow the player to "Play the game, not the grid." In essence, I want the player's positioning to be tactical because of elements in the game world, not simply because some grid tiles are more advantageous than others, in relation to enemies. I am fine with world geometry not being realistic, but it needs to be consistent. In this process I have ran into most of the common problems (Square tiles? Diagonal movement, LOS, corner cases, etc.) and have moved to a hexagonal tile grid. For the most part this has been great, and I've not had too many inconsistencies. Recently however I have been stumped by the following: Points A and B are both distance 4 from the player (red lines). Line-of-sight to both are blocked by walls (black tiles). However, due to the hexagonal grid, A can be reached in 4 moves, whereas B requires 5 moves (blue lines). On a hex grid, "shortest path" seems divorced from "direct path", there may be multiple shortest paths to any point, but there is only one direct path (or two in some situations). This is fine, geometry need not be realistic. However this also seems inconsistent, similar obstacles are more effective in some positions than in others. A player running away from an enemy should be able to run in any direction, increasing the distance between the two actors. However when placing obstacles or traps between themselves and enemies, the player is best served by running in one of the six directions that don't have multiple shortest paths. Is there a way to rationalise this? Am I missing something that makes this behaviour consistent? Or is there a way to make this behaviour consistent? I am most certainly over-thinking this, but as it is one of my goals, I should do it due diligence.

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  • Huge procedurally generated 'wilderness' worlds

    - by The Communist Duck
    I'm sure you all know of games like Dwarf Fortress - massive, procedural generated wilderness and land. Something like this, taken from this very useful article. However, I was wondering how I could apply this to a much larger scale; the scale of Minecraft comes to mind (isn't that something like 8x the size of the Earth's surface?). Pseudo-infinite, I think the best term would be. The article talks about fractal perlin noise. I am no way an expert on it, but I get the general idea (it's some kind of randomly generated noise which is semi-coherent, so not just random pixel values). I could just define regions X by X in size, add some region loading type stuff, and have one bit of noise generating a region. But this would result in just huge amounts of islands. On the other extreme, I don't think I can really generate a supermassive sheet of perlin noise. And it would just be one big island, I think. I am pretty sure Perlin noise, or some noise, would be the answer in some way. I mean, the map is really nice looking. And you could replace the ascii with tiles, and get something very nice looking. Anyone have any ideas? Thanks. :D

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  • Displaying a grid based map using C++ and sdl

    - by user15386
    I am trying to create a roguelike game using c++ and SDL. However, I am having trouble getting it to display the map, which is represented by a 2d array of a tile class. Currently, my code is this: for (int y = 0; y!=MAPHEIGHT; y++) { for (int x = 0; x!=MAPWIDTH 1; x++) { apply_surface( x * TILEWIDTH, y * TILEHEIGHT, mymap[x][y].image, screen ); } } However, running this code causes it to both dither for a while before opening the SDL window, and (usually) tell me there is an access violation. How can I display my map?

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  • Balancing Player vs. Monsters: Level-Up Curves

    - by ashes999
    I've written a fair number of games that have RPG-like "levelling up," where the player gains experience for killing monsters/enemies, and eventually, reaches a new level, where their stats increase. How do you find a balance between player growth, monster strength, and difficulty? The extreme ends of this spectrum are: Player levels up really fast and blows away monsters without much effort Monsters are incredibly strong and even at low levels, are very difficult to beat I've also tried a strange situation of making enemies relative to players, i.e. an enemy will always be at 50% or 100% or 150% of player stats (thus requiring the player to use other techniques instead of brute strength to succeeed). But where's the balance, and how do you find it? Edit: For example, I am expecting to hear things like: Balance high instead of balance low (200 HP and 20 str is easier to balance than 20 HP and 2 str) Look at easiest vs. hardest monsters, and see what you have in terms of a range

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  • When mapping the surface of a sphere with tiles, how might you deal with polar distortion?

    - by clweeks
    It's easy to deal with the way locations interact on a clean Cartesian grid. It's just vanilla math. And you can kind of ignore the geometry of the sphere's surface for a bunch of it if you want to just truncate the poles or something. But I keep coming up with ideas for games where the polar space matters. Geo-coded ARGs and global roguelikes and stuff. I want square(ish?) locations -- reasonably representable by square tiles of the same size across the globe, anyway. This has to be a solved problem, right? What are the solutions? ETA: At the equator -- and assuming that your square locations are reasonably small, it's close enough to true that you can get away with having one square in the rows north and south of the most equatorial row. And you could probably get away with that by just hand-waving the difference up to like 45-degrees or so. But eventually, you need to have fewer squares in a pole-ward circumferential row. If I reduce the length of the row by one and offset the squares by 1/2 then they're just like hexes and it's relatively easy to do the coding to keep track of the connections. But as you get pole-ward, it gets more and more extreme. Projecting the surface of the world onto the surface of a cube is tempting. But I figured there must be more elegant solutions already in use. If I did the cube thing (not dissecting it further through geodesy) Are there any pros and cons related to placing the pole at the center of a face or at the vertex of three sides?

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  • Turn Based Event Algorithm

    - by GamersIncoming
    I'm currently working on a small roguelike in XNA, which sees the player in a randomly generated series of dungeons fending off creeps, as you might expect. As with most roguelikes, the player makes a move, and then each of the creeps currently active on screen will make a move in turns, until all creeps have updated, and it return's to the player's go. On paper, the simple algorithm is straightforward: Player takes turn Turn Number increments For each active creep, update Position Once all active creeps have updated, allow player to take next turn However, when it comes to actually writing this in more detail, the concept becomes a bit more tricky for me. So my question comes as this: what is the best way to handle events taking turns to trigger, where the completion of each last event triggers the next, when dealing with a large number of creeps (probably stored as an array of an enemy object), and is there an easier way to create some kind of engine that just takes all objects that need updating and chains them together so their updates follow suit? I'm not asking for code, just algorithms and theory in the direction of objects triggering updates one after the other, in a turn based manner. Thanks in advance. Edited: Here's the code I currently have that is horrible :/ if (player.getTurnOver() && updateWait == 0) { if (creep[creepToUpdate].getActive()) { creep[creepToUpdate].moveObject(player, map1); updateWait = 10; } if (creepToUpdate < creep.Length -1) { creepToUpdate++; } else { creepToUpdate = 0; player.setTurnOver(false); } } if (updateWait > 0) { updateWait--; }

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  • CodePlex Daily Summary for Wednesday, June 08, 2011

    CodePlex Daily Summary for Wednesday, June 08, 2011Popular ReleasesHTML-IDEx: HTML-IDEx .15 ALPHA: This release fixes line counting a little bit and adds the masshighlight() sub, which highlights pasted and inserted code.AutoLoL: AutoLoL v2.0.3: - Improved summoner spells are now displayed - Fixed some of the startup errors people got - Double clicking an item selects it - Some usability changes that make using AutoLoL just a little easier - Bug fixesVidCoder: 0.9.2: Updated to HandBrake 4024svn. This fixes problems with mpeg2 sources: corrupted previews, incorrect progress indicators and encodes that incorrectly report as failed. Fixed a problem that prevented target sizes above 2048 MB.SharePoint Search XSL Samples: SharePoint 2010 Samples: I have updated some of the samples from the 2007 release. These all work in SharePoint 2010. I removed the Pivot on File Extension because SharePoint 2010 search has refiners that perform the same function.SCCM Client Actions Tool: SCCM Client Actions Tool v0.5: SCCM Client Actions Tool v0.5 is currently the most stable version and includes all of the functionality requested so far. It comes as a ZIP file that contains three files: ClientActionsTool.hta – The tool itself. Cmdkey.exe – command line tool for managing cached credentials. This is needed for alternate credentials feature when running the HTA on Windows XP. Cmdkey.exe is natively available starting from Windows Vista. Config.ini – A configuration file for default settings. This file is...AcDown????? - Anime&Comic Downloader: AcDown????? v3.0 Beta5: ??AcDown?????????????,??????????????,????、????。?????Acfun????? ????32??64? Windows XP/Vista/7 ????????????? ??:????????Windows XP???,?????????.NET Framework 2.0???(x86)?.NET Framework 2.0???(x64),?????"?????????"??? ??v3.0 Beta5 ?????????? ???? ?? ???????? ???"????????"?? ????????????? ????????/???? ?? ???"????"??? ?? ??????????? ?? ?? ??????????? ?? ?????????????????? ??????????????????? ???????????????? ????????????Discussions???????? ????AcDown??????????????Media Companion: MC 3.405-3 latest patch: -1 Added ability to choose to rename invalid nfos to info -2 Fix for multipart episodes not showing / Fix to skip invalid nfo's during rebuild -3 If movie plot empty use outline This file is just the mediacompanion.exe It has the cutting edge bug fixes as they are fixed during the week. The patch file number will be referred to in the relevant issue tracker comment. For the latest full program, you need to download the relevant weekly plus the patch.WatchersNET.TagCloud: WatchersNET.TagCloud 02.00.01: changes Module Packages are now generated with MSBuild Added Cancel Edit Button to Cancel an Custom Tag Edit Fixed Issue #14 editing of custom tags Fixed Issue with Flash File and Google BotVFPX: GoFish 4 Beta 1: Current beta is Build 144 (released 2011-06-07 ) See the GoFish4 info page for details and video link: http://vfpx.codeplex.com/wikipage?title=GoFishOnTopReplica: Release 3.3.2: Incremental update over 3.3 and 3.3.1. Added Polish language translation (thanks to Jan Romanczyk). Added German language translation (thanks to Eric Hoffmann). Fixed some localization issues.SQL Compact Query Analyzer: Build 0.3.0.0: Beta build of SQL Compact Query Analyzer Features: - Execute SQL Queries against a SQL Server Compact Edition database - Easily edit the contents of the database - Supports SQLCE 3.1, 3.5 and 4.0 Prerequisites: - .NET Framework 4.0ShowUI: Write-UI -in PowerShell: ShowUI: ShowUI is a PowerShell module to help you write rich user interfaces in script.Babylon Toolkit: Babylon.Toolkit v1.0.4: Note about samples: In order to run samples, you need to configure visual studio to run them as an "Out-of-browser application". in order to do that, go to the property page of a sample project, go to the Debug tab, and check the "Out-of-browser application" radio. New features : New Effects BasicEffect3Lights (3 dir lights instead of 1 position light) CartoonEffect (work in progress) SkinnedEffect (with normal and specular map support) SplattingEffect (for multi-texturing with smooth ...SizeOnDisk: 1.0.8.2: With installerTerrariViewer: TerrariViewer v2.5: Added new items associated with Terraria v1.0.3 to the character editor. Fixed multiple bugs with Piggy Bank EditorySterling NoSQL OODB for .NET 4.0, Silverlight 4 and 5, and Windows Phone 7: Sterling OODB v1.5: Welcome to the Sterling 1.5 RTM. This version is backwards compatible without modification to the 1.4 beta. For the 1.0, you will need to upgrade your database. Please see this discussion for details. You must modify your 1.0 code for persistence. The 1.5 version defaults to an in-memory driver. To save to isolated storage or use one of the new mechanisms, see the available drivers and pass an instance of the appropriate one to your database (different databases may use different drivers). ...Grammar and Spell Checking Plugin for Windows Live Writer: Grammar Checker Plugin v1.0: First version of the grammar checker plugin for Windows Live Writer. You can show your appreciation for this plugin and support further development by donating via PayPal. Any amount will be appreciated. Thank you. Donatepatterns & practices: Project Silk: Project Silk Community Drop 10 - June 3, 2011: Changes from previous drop: Many code changes: please see the readme.mht for details. New "Application Notifications" chapter. Updated "Server-Side Implementation" chapter. Guidance Chapters Ready for Review The Word documents for the chapters are included with the source code in addition to the CHM to help you provide feedback. The PDF is provided as a separate download for your convenience. Installation Overview To install and run the reference implementation, you must perform the fol...Claims Based Identity & Access Control Guide: Release Candidate: Highlights of this release This is the release candidate drop of the new "Claims Identity Guide" edition. In this release you will find: All code samples, including all ACS v2: ACS as a Federation Provider - Showing authentication with LiveID, Google, etc. ACS as a FP with Multiple Business Partners. ACS and REST endpoints. Using a WP7 client with REST endpoints. All ACS specific chapters. Two new chapters on SharePoint (SSO and Federation) All revised v1 chapters We are now ...Terraria Map Generator: TerrariaMapTool 1.0.0.4 Beta: 1) Fixed the generated map.html file so that the file:/// is included in the base path. 2) Added the ability to use parallelization during generation. This will cause the program to use as many threads as there are physical cores. 3) Fixed some background overdraw.New ProjectsAmur: Amur is a programming language project that allows the team members to explore functional programming language design. The compiler will target .NET and, for now, be developed in C#.Arche: Arche makes it easier for devlopers to architecture base with code generators. It's developed in C#. Avignon: A WPF version of the board game Carcassonne.Code Exercises in C#: A few c# files to demonstrate coding abilityCows And Bulls Project: Per tutti gli sviluppatori dotNET Che vogliono ritrovarsi per parlare di qualsiasi metodologia di sviluppo Agile Il Cows And Bulls Project È un progetto CodePlex Che si pone l'obiettivo di promuovere la discussione e lo scambio di esperienze sullo sviluppo Agile del software A differenza di altri progetti open source Il nostro progetto non utilizza la comunità per migliorare il codice sorgente ma usa il codice sorgente per migliorare una comunità Grazie molte a Stefania Menocci che h...CRM 2011 Workflow Utilities: This project includes custom workflow activities for CRM 2011 which provide additional workflow steps for actions such as "delete" and "share" within the CRM Process designer. These activities can be used in both workflows and dialogs but are not supported in CRM Online. Dot Net Reflector: OPEN SOURCE AND FREE Reflector. Let it be said right now. Dot Net Reflector forever will be free and here on codeplex.Exemplo de TFS do Papo: Projeto para testar conexao do TFS com Windows Phone 7Extended WCF Discovery: Extend the WCF discovery to support: 1. Service publish its real service address - such as external IP when service is behind NAT 2. Client discovery over any network topology (behind NAT) Also (in the roadmap): Binding discovery-clients will receive the binding from the server.FileProtector: This will make it easy for any user to protect their personal files. It's developed completely using C#Fingertip detection via OpenNI: "Fingertip Detection" prject is intended to give usual PC user availability to control PC unsing only hand and finger gestures. Project is built on .NET framework. Used technologies : 1. OpenNI 2. NITE 3. EmguCVHomeData: Stores and displays data from the household.Informicus LibraryHub: 4VasiliyLifeHelper: lifehelperMaxZhang.EasyEntities: EasyEntitiesMedianamik: MedianamikMethodWorx CMS: Open Source .NET CMS for fully hosted solutions, or integration into ASP.NET and ASP.NET MVC projects. Microsoft Tag API for BlackBerry: Microsoft Tag is a compact, yet, data rich and user friendly tag system. This API allows for accessing and using Tags.MVVM Demo: A MVVM demoMyReportSL: My Report SiverlightNSS College Website: An effort to develop an open source website for NSS College, Rajakumari with the contributions from its current students and alumni...Oldies: Deletes or moves old files from current folderPhaLinks a Modern Native Lisp: PhaLinks is a modern lips with a custom VM that runs on PyPy. ProdUI: ProdUI is designed to be used when a GUI needs to be manipulated automatically (Prodded), either for testing, or to perform human UI interactions for data entry on systems that don't allow back-end access. The ProdUI toolset is developed in C#, using the UI Automation API and failing back on Win32 calls if that fails. Every attempt is made to verify that the action was actually performed, and proper notification if not.The system is designed to allow for single "off the cuff" prods, as well ...ResourceManager: A tool to allow relationships between various resources to be established and to show the effects of altering one resource on others. This is initially intended for use of keeping track of servers and licenses used by applications, but I'm hoping to leave it open to expansion.seriesCounter: SeriesCounter makes it easier for people that watch series to keep track at what episode of a series they are. You'll no longer have to remember it yourself. It's developed in C#.Shai Chi Android: Shai Chi AndroidSistemaControleMultas_LPUNICAP: Nada a declararSmarx Role: Smarx Role is a Windows Azure role that supports publishing web applications written in Node.js, Ruby, and Python. Apps are published/synchronized via Git or blob storage, allowing nearly instantaneous changes to published applications. It automatically pulls in dependent modules using each language's package manager (npm, Gem, or pip).Tetris3D: try to complete a 3D tetris cloneTrackMania WebServices SDK .NET: TrackMania WebServices SDK .NET is a .NET 4 library which provide every tools to get statistics from TrackMania ForeverTV Program Analyst: A TV program analyzing software, based on specific program log from tv stations. VB.net Roguelike: This is an attempt to make a Roguelike in VB.net. This is in it's very early stages, and any help would be appreciated! Definition of Roguelike: (from Wikipedia) The roguelike is a sub-genre of role-playing video games, characterized by randomization for replayability, permanent death, and turn-based movement. Most roguelikes feature ASCII graphics, with newer ones increasingly offering tile-based graphics. Games are typically dungeon crawls, with many monsters, items, and environmental f...Wbfs Engine: Provides a simple and easy to use library for accessing games and wbfs partitions with .NET

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