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7DRL - Deserted...

 
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HArold

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Since: Feb 25, 2006
Posts: 6



(Msg. 1) Posted: Sat Feb 25, 2006 3:55 pm
Post subject: 7DRL - Deserted...
Archived from groups: rec>games>roguelike>development (more info?)

Okay, Here's to learning new things Smile

I am beginning work on my 7DRL, Deserted. Everybody loves waking up on a
desert island, right?

C++, dev-cpp, minGW... no curses.. I'm just beginning to dip into that.
So, everyone get ready for a monochromatic adventure the likes of which many
of you have already seen Smile

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HArold

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Since: Feb 25, 2006
Posts: 6



(Msg. 2) Posted: Sun Feb 26, 2006 3:55 pm
Post subject: Re: 7DRL - Deserted... [Login to view extended thread Info.]
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Well, One day in, and I've got

- one (not so random yet) 10x16 array for the overworld, in which all is
water, except for a square island. (which won't be displayed)

- a display algorithm

and I'm working on

keeping track of where the player is on the overworld, and displaying the
correct random screen map based on what terrain feature is corresponding on
the overworld map.

~~~~~~~~~~ : beach
~~~~~~~~~~ X starting loc
~~:::X::~~ G grassland
~~::GGG:~~ J Jungle
~~::GGG:~~ B Army base
~~:GGJG:~~ H Helipad - the goal
~~:JJJG:~~ ^ Mountains
~~:JJJG:~~
~~:^JBJ:~~ I want to display, random 50x25 display maps based on what
~~:J^H^:~~ loc the player is at... G = random grassland, etc.
~~:::^^:~~
~~::^^^:~~ travel in more than one square of water = drowning
~~~~~~~~~~ so no one can swim away:)
~~~~~~~~~~

I want a very limited inventory, and only a few monsters
Survival must be hard, I'd like to implement eating and drinking...

boars, snakes, monkeys = food
coconuts = water
islanders and soldiers may drop food or water but more inportantly armor or
weapons...

I'm trying to keep it simple, but even simple is complicated for me Smile

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HArold

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Since: Feb 25, 2006
Posts: 6



(Msg. 3) Posted: Thu Mar 02, 2006 3:55 am
Post subject: Re: 7DRL - Deserted... [Login to view extended thread Info.]
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[deletia]

> I'm trying to keep it simple, but even simple is complicated for me Smile
>
>

I'm getting very discouraged.
I scrapped the original idea, and started something new. It is very simple,
but all procedural, as I haven't moved up to OO stuff... I'm still staying
away from curses, for now.

Now I have a screen display function I really like, a static 256x256
dungeon(the generator is priority #2), a @ that can move in the four
cardinal directions, an LOS of the 8 squares directly surrounding the
player, and a memory array to remember where the @ has been. (priority #3 is
a lighting array to keep rooms lit).

I am trying to hash out an inventory system, but it is causing me grief.

I want to use a two-dimensional array, but I'm not sure how to do it.
How can I make a simple array-type inventory that will let me add and remove
data?
Without objects and such, which is difficult for me to grasp so far, it
seems out of my reach. I have made the examples successfully from the book I
have, but fail to see how to add this functionality to what I have.

All in all, progress is slow, but in bursts, and 7 days is a really short
amount of time.
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Michal ''Ancient'' Bielin

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Since: Feb 02, 2006
Posts: 12



(Msg. 4) Posted: Thu Mar 02, 2006 6:58 am
Post subject: Re: 7DRL - Deserted... [Login to view extended thread Info.]
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HArold pressed these keys:
> I am trying to hash out an inventory system, but it is causing me grief.

> I want to use a two-dimensional array, but I'm not sure how to do it.
> How can I make a simple array-type inventory that will let me add and remove
> data?

Do you really need a two two-dimensional array? I think one dimenson
should be enough. Create an array consisting of N elements of type
"item". Type "item" would be made of data you need to describe any item
available in your game. If it's type equals zero then there is nothing
in this slot of your backpack and other values are unimportant. If
there is an item then you simply set type to appropriate number and set
other things (damage, durability etc.). It very simple and unefficient
approach. Other developers might suggest better solutions but this one
isn't that hard to implement.

> I'm getting very discouraged.

Waaaah, you're not only one. Do not admit defeat while you still have
time. My last two days brought almost nothing to my 7DRL's code because
of other important things I had to do. I also feel I might fail badly
my attempt since I'm not very experienced programmer.
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HArold

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Since: Feb 25, 2006
Posts: 6



(Msg. 5) Posted: Fri Mar 03, 2006 12:55 pm
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[deletia]

> Do you really need a two two-dimensional array? I think one dimenson
> should be enough. Create an array consisting of N elements of type
> "item". Type "item" would be made of data you need to describe any item
> available in your game. If it's type equals zero then there is nothing
> in this slot of your backpack and other values are unimportant. If
> there is an item then you simply set type to appropriate number and set
> other things (damage, durability etc.). It very simple and unefficient
> approach. Other developers might suggest better solutions but this one
> isn't that hard to implement.

Okay, I finally got it last night- a single array to contain the contents of
a backpack(30 items). I can display individual items or the entire contents,
and in a few minutes I'll have my drop and grab commands.

,item ,class ,#,# ,hit,dam ,special
2H Sword- GreatSword 3d10 +0, +1 of GoblinSlicing

I added 25 weapons to my items definitions -
if(inven[(var + x)] == #)
cout << "GreatSword ";
blah, blah, blah...

This method seems cumbersome, and In all I have used just as much code for
the inventory as the total code I'd had so far! I have to start reading
about OO.
On the plus side, I'm confident that with an X and Y loc I can use this same
system for keeping track of items and monsters in the 'Generic Dungeon'.

I like the sound of that...
In fact, that's the new title of my project- 'The Cave of Banality'

> > I'm getting very discouraged.
>
> Waaaah, you're not only one. Do not admit defeat while you still have
> time. My last two days brought almost nothing to my 7DRL's code because
> of other important things I had to do. I also feel I might fail badly
> my attempt since I'm not very experienced programmer.

Yeah, yer right. I'm not giving up yet. Back to it! AVERAGE!
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HArold

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Since: Feb 25, 2006
Posts: 6



(Msg. 6) Posted: Sun Mar 05, 2006 2:55 am
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So that's it, it's over. I have nothing new. I have come to realize that
coding under pressure is not my style.

I have reading to do.

always Lurking,
HArold
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Radomir 'The Sheep' Dopie

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Since: Aug 11, 2005
Posts: 280



(Msg. 7) Posted: Sun Mar 05, 2006 7:55 am
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At Sun, 05 Mar 2006 06:35:01 GMT,
HArold wrote:

> So that's it, it's over. I have nothing new. I have come to realize that
> coding under pressure is not my style.

Don't worry, nobody really likes coding under pressure.

But hey, now you can take what you've got and try to finish
it at your own pace.

--
Radomir `The Sheep' Dopieralski
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Slash

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Since: Dec 14, 2005
Posts: 119



(Msg. 8) Posted: Sun Mar 05, 2006 6:16 pm
Post subject: Re: 7DRL - Deserted... [Login to view extended thread Info.]
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HArold wrote:
> So that's it, it's over. I have nothing new. I have come to realize that
> coding under pressure is not my style.

Man... pressure is nothing nice or funny/// I experienced it during the
last day, when I coded almost everything..

however, some things are greatly benefited with pressure, like RL
development, for example :p

>
> I have reading to do.

Well, but you must have advanced a bit, are you gonna continue with it?

>
> always Lurking,
> HArold
--
Slash
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HArold

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Since: Feb 25, 2006
Posts: 6



(Msg. 9) Posted: Tue Mar 07, 2006 10:55 am
Post subject: Re: 7DRL - Deserted... [Login to view extended thread Info.]
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[deletia]

> however, some things are greatly benefited with pressure, like RL
> development, for example :p
>
> >
> > I have reading to do.
>
> Well, but you must have advanced a bit, are you gonna continue with it?
>

Absolutely Smile
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