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7drl completion announcement - cryptrover

 
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7DRL : Commander - It is 13.40 in my time zone (GMT +100). Time to start my 7DRL project: I will do it in Free Pascal. Plans are quite big so there is real danger of failure. Good luck to all of 7DRL contest. -- Michal Bielinski

7DRL - Deserted... - Okay, Here's to learning new things :) 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
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Ido Yehieli

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Since: Nov 29, 2007
Posts: 75



(Msg. 1) Posted: Fri Feb 01, 2008 8:48 am
Post subject: 7drl completion announcement - cryptrover
Archived from groups: rec>games>roguelike>development (more info?)

You are an archaeologist trapped in an underground crypt with a
limited supply of air.
You must survive long enough to reach the crypt's exit.

Be too rash - and the arachnids will nibble you to death.
Be too wary - and your air supply will run out.

Luckily, the ancients have left behind med packs and air cans in the
crypt - use them wisely!

Homepage:
http://code.google.com/p/cryptrover/

Source downloads:
http://cryptrover.googlecode.com/files/cryptrover_7drl.zip
http://cryptrover.googlecode.com/files/cryptrover_7drl.tar.gz

Requires [n|pd]curses and a c99 compiler (tested with gcc 4.1.3 under
ubuntu 7.10).
Unfortunately I don't have access to a modern windows machine and
cannot provide windows binaries

I've used code from my article: http://www.kuro5hin.org/story/2007/11/29/5715/1869
and from wikipedia (Bresenham's line algorithm).

Comments and bug reports are welcomed!

-Ido.

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Ido Yehieli

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Since: Nov 29, 2007
Posts: 75



(Msg. 2) Posted: Fri Feb 01, 2008 8:55 am
Post subject: Re: 7drl completion announcement - cryptrover [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

One thing I forgot to add - the maps have a lot of narrow passageways,
so if you can't find the exit or the level seem to small you've
probably missed a hidden chamber somewhere.

-Ido.

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uschkinredsunshine

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Since: Jan 23, 2008
Posts: 7



(Msg. 3) Posted: Fri Feb 01, 2008 10:07 am
Post subject: Re: 7drl completion announcement - cryptrover [Login to view extended thread Info.]
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On Feb 1, 5:55 pm, Ido Yehieli <Ido.Yehi....RemoveThis@gmail.com> wrote:
> One thing I forgot to add - the maps have a lot of narrow passageways,
> so if you can't find the exit or the level seem to small you've
> probably missed a hidden chamber somewhere.
>
> -Ido.

Sounds nice; unfortunately i'm not in a mood to compile a game Sad and
its probably not so easy under windows. Any chance of a win executable?
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Ido Yehieli

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Since: Nov 29, 2007
Posts: 75



(Msg. 4) Posted: Fri Feb 01, 2008 10:23 am
Post subject: Re: 7drl completion announcement - cryptrover [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On Feb 1, 7:07 pm, "uschkinredsunsh...@gmx.de"
<uschkinredsunsh... DeleteThis @gmx.de> wrote:
> On Feb 1, 5:55 pm, Ido Yehieli <Ido.Yehi... DeleteThis @gmail.com> wrote:
>
> > One thing I forgot to add - the maps have a lot of narrow passageways,
> > so if you can't find the exit or the level seem to small you've
> > probably missed a hidden chamber somewhere.
>
> > -Ido.
>
> Sounds nice; unfortunately i'm not in a mood to compile a game Sad and
> its probably not so easy under windows. Any chance of a win executable?

Yes:
http://www.kuro5hin.org/comments/2008/2/1/12030/14081/13#13

Apparently cygwin can handle it. I can provide a windows binary if
anyone sends me one, since I have no modern windows machine.

-Ido.
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Ido Yehieli

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Since: Nov 29, 2007
Posts: 75



(Msg. 5) Posted: Fri Feb 01, 2008 10:58 am
Post subject: Re: 7drl completion announcement - cryptrover [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On Feb 1, 5:48 pm, Ido Yehieli <Ido.Yehi... RemoveThis @gmail.com> wrote:
> Source downloads:http://cryptrover.googlecode.com/files/cryptrover_7drl.ziphttp://cryptrover.googlecode.com/files/cryptrover_7drl.tar.gz

Please use subversion to get the current version (I've made a minor
change because it had problems compiling on SUSE and added a README
file):
svn checkout http://cryptrover.googlecode.com/svn/trunk/ cryptrover-
read-only

The old download will remain as well, to show what the 7drl version
was like.

-Ido.
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Ido Yehieli

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Since: Nov 29, 2007
Posts: 75



(Msg. 6) Posted: Fri Feb 01, 2008 11:36 am
Post subject: Re: 7drl completion announcement - cryptrover [Login to view extended thread Info.]
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On Feb 1, 7:07 pm, "uschkinredsunsh...@gmx.de"
<uschkinredsunsh....DeleteThis@gmx.de> wrote:
> Sounds nice; unfortunately i'm not in a mood to compile a game Sad and
> its probably not so easy under windows. Any chance of a win executable?

OK - windows version is now available:
http://cryptrover.googlecode.com/files/cryptrover_7drl_cygwin.zip

-Ido

PS - sorry for posting so often...
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uschkinredsunshine

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Since: Jan 23, 2008
Posts: 7



(Msg. 7) Posted: Fri Feb 01, 2008 11:56 am
Post subject: Re: 7drl completion announcement - cryptrover [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On Feb 1, 8:36 pm, Ido Yehieli <Ido.Yehi....DeleteThis@gmail.com> wrote:
> On Feb 1, 7:07 pm, "uschkinredsunsh...@gmx.de"
>
> <uschkinredsunsh....DeleteThis@gmx.de> wrote:
> > Sounds nice; unfortunately i'm not in a mood to compile a game Sad and
> > its probably not so easy under windows. Any chance of a win executable?
>
> OK - windows version is now available:http://cryptrover.googlecode.com/files/cryptrover_7drl_cygwin.zip
>
> -Ido
>
> PS - sorry for posting so often...

Thx alot, i'll give it a try
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Ido Yehieli

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Since: Nov 29, 2007
Posts: 75



(Msg. 8) Posted: Fri Feb 01, 2008 3:53 pm
Post subject: Re: 7drl completion announcement - cryptrover [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On Feb 1, 8:56 pm, "uschkinredsunsh...@gmx.de"
<uschkinredsunsh....RemoveThis@gmx.de> wrote:
> On Feb 1, 8:36 pm, Ido Yehieli <Ido.Yehi....RemoveThis@gmail.com> wrote:
> > OK - windows version is now available:http://cryptrover.googlecode.com/files/cryptrover_7drl_cygwin.zip
> Thx alot, i'll give it a try

Can you tell me if the mingw version( http://cryptrover.googlecode.com/files/cryptrover_7drl_mingw.zip
) work for you? It is much smaller and should also be faster than the
cygwin version.

-Ido.
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pol

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Since: Sep 07, 2006
Posts: 8



(Msg. 9) Posted: Fri Feb 01, 2008 8:41 pm
Post subject: Re: 7drl completion announcement - cryptrover [Login to view extended thread Info.]
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"Ido Yehieli" <Ido.Yehieli.RemoveThis@gmail.com> wrote in message
news:9a3a3a66-8f64-46d7-8f5d-e5d7341dd11e@s8g2000prg.googlegroups.com...
> On Feb 1, 8:56 pm, "uschkinredsunsh...@gmx.de"
> <uschkinredsunsh....RemoveThis@gmx.de> wrote:
>> On Feb 1, 8:36 pm, Ido Yehieli <Ido.Yehi....RemoveThis@gmail.com> wrote:
>> > OK - windows version is now
>> > available:http://cryptrover.googlecode.com/files/cryptrover_7drl_cygwin.zip
>> Thx alot, i'll give it a try
>
> Can you tell me if the mingw version(
> http://cryptrover.googlecode.com/files/cryptrover_7drl_mingw.zip
> ) work for you? It is much smaller and should also be faster than the
> cygwin version.
>
> -Ido.

http://i34.photobucket.com/albums/d137/polpoint/You_Won.gif

Yay!

The MinGW version worked just fine for me, but the cygWin did not.

Congradulations. Your name shalll go down in history.
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Ido Yehieli

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Since: Nov 29, 2007
Posts: 75



(Msg. 10) Posted: Sat Feb 02, 2008 12:10 am
Post subject: Re: 7drl completion announcement - cryptrover [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On Feb 2, 2:41 am, "pol" <p... DeleteThis @pol.net> wrote:
> http://i34.photobucket.com/albums/d137/polpoint/You_Won.gif
> Yay!

Wonderful! I will put that screenshot on the site, in your honor - the
first public cryptrover winner!

-Ido.
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Ido Yehieli

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Since: Nov 29, 2007
Posts: 75



(Msg. 11) Posted: Sat Feb 02, 2008 2:06 am
Post subject: Re: 7drl completion announcement - cryptrover [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On Feb 2, 10:54 am, "pol" <p....DeleteThis@pol.net> wrote:
> It is a good basic concept, you just need a lot more content - like
> flashlights, bullwhips, crystal skulls, monkey brains, huge rolling stone
> spheres, Atlantis Beads, nazis melting, infernal machines, and little asian
> kids with high heels so they can reach the gas pedals.

Thanks for the suggestions, I want to incrementally expand this 7drl
to a "full" game - like some other people here have done with their
games. The 7drl version will remain available for download along side
the new versions.

I would really like to get more input from people, in that order:
1. Bug reports
2. Balance suggestion - are there too many/few enemies/power ups/
levels? Is the game too easy/difficult? Too much/little hipoints/air?
Power ups too powerfull/week?
3. Feature requests - your flashlights and bullwhips might find their
way into the game soon enough Wink

and of course general comments on the game or my code.

-Ido.

-Ido.
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Ido Yehieli

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Since: Nov 29, 2007
Posts: 75



(Msg. 12) Posted: Sat Feb 02, 2008 3:10 am
Post subject: Re: 7drl completion announcement - cryptrover [Login to view extended thread Info.]
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On Feb 2, 10:58 am, g... RemoveThis @mail.ru (Timofei Shatrov) wrote:
> Hey, I won before that! Though I didn't post it... The game is far too easy
> anyway, it's nearly impossible to lose. Since there's no diversity at all
> it gets rather bland by the 5th level.

OK, I've reduced the air and air cans' charge by about 25% and the
hitpoints and med packs' charge by 1/6. Is it hard enough now? Or
should I also increase the number of enemies per level/ further
decrease hp/air?

I've added a window build to the svn repository (
http://cryptrover.googlecode.com/svn/trunk/cr.exe ), so that windows
users who don't like compiling won't need to wait for a release to
cheack out new features.

I'm also thinking of adding the flashlight pol suggested - like with
the air, you'd start with a 100% charged flashlight which will
diminish every turn. The weaker the battery the smaller your fov gets
- up to the point where you wander around in complete darkness. To
charge the flashlight you will need to pick up battries (those
ancients had some pretty advnaced technology).

-Ido.

PS i get a ton of errors from google groups when trying to post
lately Neutral
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pol

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Since: Sep 07, 2006
Posts: 8



(Msg. 13) Posted: Sat Feb 02, 2008 4:54 am
Post subject: Re: 7drl completion announcement - cryptrover [Login to view extended thread Info.]
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"Ido Yehieli" <Ido.Yehieli RemoveThis @gmail.com> wrote in message
news:d44957af-122d-4346-b8d7-73bbd66a8334@e25g2000prg.googlegroups.com...
> On Feb 2, 2:41 am, "pol" <p... RemoveThis @pol.net> wrote:
>> http://i34.photobucket.com/albums/d137/polpoint/You_Won.gif
>> Yay!
>
> Wonderful! I will put that screenshot on the site, in your honor - the
> first public cryptrover winner!
>
> -Ido.


Now you just have to keep going!

It is a good basic concept, you just need a lot more content - like
flashlights, bullwhips, crystal skulls, monkey brains, huge rolling stone
spheres, Atlantis Beads, nazis melting, infernal machines, and little asian
kids with high heels so they can reach the gas pedals.

or maybe, since you already have some whole air system going on - some lava
diving - maybe this guy has some serious lava proof diving suits and has to
try to find the exit side of the black hole that is producing all the lava
at the center of the earth (yup, new scientifix reports back this up 100% -
shoot, Mercury's black hole-core-feeder has run out of matter to swallow and
that's why it is shrinking (which is also another indication that the earth
really has expanded by more than 50% since the Jurassic period)

-pol
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pol

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Since: Sep 07, 2006
Posts: 8



(Msg. 14) Posted: Sat Feb 02, 2008 7:21 am
Post subject: Re: 7drl completion announcement - cryptrover [Login to view extended thread Info.]
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"Ido Yehieli" <Ido.Yehieli.RemoveThis@gmail.com> wrote in message
news:e812b1c4-18d7-45c0-acf0-737e86f56526@d21g2000prf.googlegroups.com...
> On Feb 2, 10:54 am, "pol" <p....RemoveThis@pol.net> wrote:
>> It is a good basic concept, you just need a lot more content - like
>> flashlights, bullwhips, crystal skulls, monkey brains, huge rolling stone
>> spheres, Atlantis Beads, nazis melting, infernal machines, and little
>> asian
>> kids with high heels so they can reach the gas pedals.
>
> Thanks for the suggestions, I want to incrementally expand this 7drl
> to a "full" game - like some other people here have done with their
> games. The 7drl version will remain available for download along side
> the new versions.
>
> I would really like to get more input from people, in that order:
> 1. Bug reports
> 2. Balance suggestion - are there too many/few enemies/power ups/
> levels? Is the game too easy/difficult? Too much/little hipoints/air?
> Power ups too powerfull/week?
> 3. Feature requests - your flashlights and bullwhips might find their
> way into the game soon enough Wink
>
> and of course general comments on the game or my code.
>
> -Ido.
>
> -Ido.


I've never beaten any other roguelikes, so this was very easy and quick -
like 5 - 10 minutes (unless I am not remembering correctly).

I died only once when I putzed around on the first level and depleted my
air, which caused me to run out of air 2-3 levels later - but the second
time I ran through and never really got under 50% - I would recommend making
air depletion slower and adjust the other air things around that. I don't
really know what else to recommend - a lot of things to make it a game that
I would want to play again

I guess I would make it more like a real mine and less like some outer
space/exotic atmosphere situation. - make them start out breathing just fine
and maybe their canary dies and they have to start holding their breath -
which is pretty short - before the put on the breathing aparatus they were
lucky enough to pick up a little while ago - and variations upon that. -
maybe opening paths that lead to the exit will cause non-oxygenated gas to
pour out
definitely some bullwhips attaching to posts and swinging across chasms
while arachnids (or whatever else pops up) swarm

I hate the moving into the enemies square when you kill him thing but I
guess it does change the strategy a little bit
Messages would definitely be good - add a wait button and remove the turn
being proccessssed when walking into a wall
..

All this 7drl talk has gotten me inspired too. I am going to make a
Infiltrate-7drl once I cheat a little bit and strip my current build to it's
base time & info management systems.


-polPoint
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Ido Yehieli

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Since: Nov 29, 2007
Posts: 75



(Msg. 15) Posted: Sat Feb 02, 2008 8:01 am
Post subject: Re: 7drl completion announcement - cryptrover [Login to view extended thread Info.]
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On Feb 2, 4:16 pm, Gerry Quinn <ger....TakeThisOut@indigo.ie> wrote:
> It's probably a good idea, especially in a 7drl which is inevitably
> going to have little balance testing, to insert difficulty levels. The
> author will normally have a good idea of what makes things harder.

Yes, that's a good idea.
I will continue to tweak and balance as well as further developing the
game and will release a "full" version alongside the current 7drl
version, I might add difficulty levels to that. In the meanwhile I
need some rest from programming it Smile

-Ido.
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