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7drl completion announcement - ASCIIWAR

 
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Samel - Luchino

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Since: Feb 05, 2008
Posts: 9



(Msg. 1) Posted: Tue Feb 05, 2008 10:27 am
Post subject: 7drl completion announcement - ASCIIWAR
Archived from groups: rec>games>roguelike>development (more info?)

I'm starting my entry for the compo.
Honestly i've started yesterday, so i'll post the result at last
sunday. I'm sorry for the inconvenience but i've forgot to post [like
going berserk Cool ].

see you sunday

ps:it will be a Nintendo DS entry, may be if you like it i'll port it

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Samel - Luchino

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Since: Feb 05, 2008
Posts: 9



(Msg. 2) Posted: Tue Feb 05, 2008 10:28 am
Post subject: Re: 7drl completion announcement - ASCIIWAR [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On 5 Feb, 19:27, Samel - Luchino <sameli....DeleteThis@gmail.com> wrote:
> I'm starting my entry for the compo.
> Honestly i've started yesterday, so i'll post the result at last
> sunday. I'm sorry for the inconvenience but i've forgot to post [like
> going berserk Cool ].
>
> see you sunday
>
> ps:it will be a Nintendo DS entry, may be if you like it i'll port it

OPS, i was wrong, this was a beginning announcement SORRY!

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Samel - Luchino

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Since: Feb 05, 2008
Posts: 9



(Msg. 3) Posted: Thu Feb 07, 2008 2:57 am
Post subject: Re: 7drl completion announcement - ASCIIWAR [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

3 days are gone and i'm seeing some light in this dark tunnel

Things done:

-level generator
-los
-map print
-player movement
-fight
-monster ai [very very simple]
-4 spells
-specific screen [start, death ...]
-monster list with caracteristics

The game is working now. I don't think that it's well
balanced so i'll work the rest of time trying to make it
more and more fun but also more balanced.
Does anyone know a good way to balance monster,
level up rate and attribute change during level up? This is my
first RL so i'm quite in truble.

Writeing this game i'm trying to get a decent library
to make RL for the Nintendo DS, so this is only the
first RL, it's a simple one just to test some things.
I've already a good idea about a bigger and more
accurate RL for the future.

See you soon!
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jotaf98

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Since: Dec 17, 2007
Posts: 37



(Msg. 4) Posted: Thu Feb 07, 2008 8:10 am
Post subject: Re: 7drl completion announcement - ASCIIWAR [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On 7 Fev, 10:57, Samel - Luchino <sameli....RemoveThis@gmail.com> wrote:
> 3 days are gone and i'm seeing some light in this dark tunnel
>
> Things done:
>
> -level generator
> -los
> -map print
> -player movement
> -fight
> -monster ai [very very simple]
> -4 spells
> -specific screen [start, death ...]
> -monster list with caracteristics
>
> The game is working now. I don't think that it's well
> balanced so i'll work the rest of time trying to make it
> more and more fun but also more balanced.
> Does anyone know a good way to balance monster,
> level up rate and attribute change during level up? This is my
> first RL so i'm quite in truble.
>
> Writeing this game i'm trying to get a decent library
> to make RL for the Nintendo DS, so this is only the
> first RL, it's a simple one just to test some things.
> I've already a good idea about a bigger and more
> accurate RL for the future.
>
> See you soon!

Good luck and keep it up, man Smile

Jotaf
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Jeff Lait

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Since: Nov 19, 2007
Posts: 111



(Msg. 5) Posted: Thu Feb 07, 2008 8:20 am
Post subject: Re: 7drl completion announcement - ASCIIWAR [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On Feb 7, 5:57 am, Samel - Luchino <sameli....RemoveThis@gmail.com> wrote:
> The game is working now. I don't think that it's well
> balanced so i'll work the rest of time trying to make it
> more and more fun but also more balanced.
> Does anyone know a good way to balance monster,
> level up rate and attribute change during level up? This is my
> first RL so i'm quite in truble.

This is a very hard problem it is hard to give specific advice to
without seeing your game :>

First, decide on how fast you expect your players to advance. I
usually go for one character level every dungeon level as a
respectable metric.

Next you need to ensure that the monsters the player will encounter
will produce enough experience to reach that goal - this gives you
some idea of how many monsters you want on each level and how much xp
you should give per monster.

Finally, you need to ensure the player faces appropriate monsters.
The simplest approach is this:

1) The character has a "Character Level" - how many levels they have
gone up. This is assumed to represent how powerful the character is.

2) Each monster is given a Danger Level as well. This is hand picked
with the idea that the monster will be a challenge, but not deadly, to
any character of a matching character level.

3) When generating monsters, calculate a Threat Level for your dungeon
level. A simple one is max(DungeonLevel, Player's Character Level).
This ensures diving deeper reveals more powerful foes but also ensures
top-scumming isn't worthwhile.

4) To create a monster, pick one at random whose Danger Level is less
than or equal to the Threat Level.

> Writeing this game i'm trying to get a decent library
> to make RL for the Nintendo DS, so this is only the
> first RL, it's a simple one just to test some things.
> I've already a good idea about a bigger and more
> accurate RL for the future.

Woohoo! A very exciting prospect to hold out! I look forward to more
competition for POWDER and NethackDS.
--
Jeff Lait
(POWDER: http://www.zincland.com/powder)
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Samel - Luchino

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Since: Feb 05, 2008
Posts: 9



(Msg. 6) Posted: Thu Feb 07, 2008 1:47 pm
Post subject: Re: 7drl completion announcement - ASCIIWAR [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

> Woohoo! A very exciting prospect to hold out! I look forward to more
> competition for POWDER and NethackDS.

I don't think that my 7DRL will compete with POWDER,
NethackDS or DSCrawl Cool but i think that someone
will like it very much [at least for the ambient feel]

After all, 4 days are gone and we have a lot of adds!

-52 enemy to fight
-7 spell
-help
-little story
-level up
-better balancing
-some bug fix

i'm going to have no more time to code big things
so i think i'll post my announcement tomorrow.
The university exams are calling me Cool

The game it's little more then a draft but
it's fully playable and can give a lot of fun.

see you soon!
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Samel - Luchino

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Since: Feb 05, 2008
Posts: 9



(Msg. 7) Posted: Fri Feb 08, 2008 6:35 pm
Post subject: Re: 7drl completion announcement - ASCIIWAR [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Here it is, after 6 day of hard coding between
university lesson i get it!
This game is for the Nintendo DS, but may be
it will run fine under emulator [let me know if you
try]

GAME HISTORY
You ar the RAM controller. The RAM values are
gone crazy. KILLTHEM ALL before the CPU
crashes!If you manage to kill @ the fake RAM
controller then all ascii will follow your rules
Remember to collect chips andthat the ram
change very often.
ARE YOU READY FOR THE GREAT WAR?

download at
http://donotjava.netsons.org/index.php/asciiwar/

comment and suggestion are welcome!

see you soon!
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Ido Yehieli

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Since: Nov 29, 2007
Posts: 75



(Msg. 8) Posted: Sat Feb 09, 2008 1:09 am
Post subject: Re: 7drl completion announcement - ASCIIWAR [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On Feb 9, 3:35 am, Samel - Luchino <sameli....TakeThisOut@gmail.com> wrote:
> Here it is, after 6 day of hard coding between
> university lesson i get it!
> This game is for the Nintendo DS, but may be
> it will run fine under emulator

Congratulations Samel, too bad i don't own a Nintendo DS...

-Ido.
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Samel - Luchino

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Since: Feb 05, 2008
Posts: 9



(Msg. 9) Posted: Sat Feb 09, 2008 5:06 am
Post subject: Re: 7drl completion announcement - ASCIIWAR [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On 9 Feb, 10:09, Ido Yehieli <Ido.Yehi....DeleteThis@gmail.com> wrote:
> On Feb 9, 3:35 am, Samel - Luchino <sameli....DeleteThis@gmail.com> wrote:
>
> > Here it is, after 6 day of hard coding between
> > university lesson i get it!
> > This game is for the Nintendo DS, but may be
> > it will run fine under emulator
>
> Congratulations Samel, too bad i don't own a Nintendo DS...
>
> -Ido.

Thanks a lot!

I don't think that not owning a Nintendo DS it's a problem,
you can use an emulator like:

http://www.double.co.nz/nintendo_ds/dsemu.html
http://nocash.emubase.de/gba.htm
http://www.desmume.com/download.htm
http://www.ndsemulator.com/

Let me know if you try it with some emulator, i'm not sure that
the game will work Cool
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Samel - Luchino

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Since: Feb 05, 2008
Posts: 9



(Msg. 10) Posted: Sat Feb 09, 2008 1:26 pm
Post subject: Re: 7drl completion announcement - ASCIIWAR [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

I've uploaded the final version for the contest [0.9999]

CHANGELOG
* Save
* Load
* Better UI
* A,X,Y are now customizable
* fixed some bugs [thanks sic_z]

c-ya!
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