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Since: Nov 21, 2007 Posts: 15
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(Msg. 16) Posted: Fri Nov 23, 2007 8:53 am
Post subject: Re: The Beginners Guide to Roguelikes (v 0.0.0.0.0.0.1a) [Login to view extended thread Info.] Archived from groups: rec>games>roguelike>development (more info?)
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On Nov 23, 8:16 am, Gerry Quinn <ger....RemoveThis@indigo.ie> wrote:
> The only thing I'd add is that it's a very good introductory tutorial,
> but you are not using C++ except for double-slash style comments!
Ha ha, true!
> I would describe the code instead as very simple C. (Which is fine,
> it is probably far more accessible to its target audience writing in C
> or similar languages such as Basic.)
>
> Making the map global is perfectly feasible when coding a simple
> roguelike, but it kind of vitiates any notion of using classes for
> encapsulation and access control.
You are totally right, and I've debated with my self about this at
quite length. I believe that OOP is an inescapable, fundamental tool
if you're making even a half-serious Roguelike. (Not saying it can't
be done without, but why on earth would you handicap yourself?)
However, it requires considerably more design and forethought than
your normal old-school procedural approach. My fear is that in doing
this, I will loose people right off the bat. I'm trying to keep it
simple and straightforward and (especially at the beginning) allowing
people to play and fiddle around with what they've made. I mean back
when I was 14, my first RL design did this. Didn't yours? My whole
goal is to let them "catch the bug" and progressively get more
involved in the intricacies of coding, which will be tolerable (even
interesting) when they see the reason for it.
Anyways, if you have any ideas about when and how to put OOP in action
let me know. I am leaning more towards the NPC articles. I used to
tutor back in my college days, and I would use NPC design in games as
a way to explain OOP to students. It always amazes me to see how many
people cannot understand that design paradigm, but putting it in
application helps infinitely.
But you're right though, and I'm not entirely convinced what I'm doing
is the right way to do it. >> Stay informed about: The Beginners Guide to Roguelikes (v 0.0.0.0.0.0.1a) |
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Since: Jun 17, 2006 Posts: 20
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(Msg. 17) Posted: Fri Nov 23, 2007 10:41 am
Post subject: Re: The Beginners Guide to Roguelikes (v 0.0.0.0.0.0.1a) [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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On Nov 23, 11:53 am, Craig <craig.stic....RemoveThis@gmail.com> wrote:
> On Nov 23, 8:16 am, Gerry Quinn <ger....RemoveThis@indigo.ie> wrote:
> You are totally right, and I've debated with my self about this at
> quite length. I believe that OOP is an inescapable, fundamental tool
> if you're making even a half-serious Roguelike. (Not saying it can't
> be done without, but why on earth would you handicap yourself?)
*snip*
> But you're right though, and I'm not entirely convinced what I'm doing
> is the right way to do it.
Keep any lesson code that's not related to the lesson as simple as
possible to start, and gradually include the complexities as they
become relevant, I would suggest. Put the bulk of the code (and
comments) in whatever you're working on in that lesson, unless you've
already gone over it, I'd suggest...
Also, re OOP: A lot of people are not just learning object-oriented
languages, but beginning with object oriented languages, such as Java.
> Anyways, if you have any ideas about when and how to put OOP in action
> let me know. I am leaning more towards the NPC articles. I used to
> tutor back in my college days, and I would use NPC design in games as
> a way to explain OOP to students. It always amazes me to see how many
> people cannot understand that design paradigm, but putting it in
> application helps infinitely.
If by NPC design you mean this metaphor:
Class = class;
Object = one NPC;
Class variable = a NPC's stat;
Method = a skill or ability of that class;
When my first Java professor put it that way, that's when I finally
grasped OOP concepts. And considering your target audience, I'd think
that'd be the perfect way to handle it.
-- Shanya Almafeta >> Stay informed about: The Beginners Guide to Roguelikes (v 0.0.0.0.0.0.1a) |
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Since: Nov 08, 2007 Posts: 90
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(Msg. 18) Posted: Fri Nov 23, 2007 1:43 pm
Post subject: Re: The Beginners Guide to Roguelikes (v 0.0.0.0.0.0.1a) [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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On 23 nov, 22:14, Rachel Elizabeth Dillon <rac....TakeThisOut@akrasiac.org> wrote:
>
> You're welcome!
>
> http://crawl.akrasiac.org/craig/has both articles in HTML as well as
> both ZIP files available for download. Go nuts, everyone.
>
Thanks Rachel, I've finally been able to look at those articles! Not
that I haven't access to a winblows box with Office but I'm too lazy
to download and unzip the file  .
Nice job Craig. This makes me wonder if any studies has already been
done on the r.g.r.d audience. What kind of people wanders here ?
Personally, I would not expect anyone but incurable geeks to get
interrest in amazingly hard to code computer programs that produce
only ASCII characters soup, but it seems that roguelikes also attract
beginner programmers. I've only been infected by roguelike recently
(actually, I've only played a bit of nethack and doomrl). Has there
already been polls to know what kind of developpers lives here or the
number of roguelike by language ? Would such statistics be useful ?
--
jice >> Stay informed about: The Beginners Guide to Roguelikes (v 0.0.0.0.0.0.1a) |
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Since: Nov 06, 2006 Posts: 853
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(Msg. 19) Posted: Fri Nov 23, 2007 3:16 pm
Post subject: Re: The Beginners Guide to Roguelikes (v 0.0.0.0.0.0.1a) [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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In article <f91d6b86-43f9-4e10-96dd-ca35f2dc9ed1
@e4g2000hsg.googlegroups.com>, almafeta RemoveThis @gmail.com says...
> On Nov 21, 6:21 pm, Craig <craig.stic... RemoveThis @gmail.com> wrote:
> > Articles One and Two are complete and ready for critique. I apologize
> > for the delay. Feel free to let me know what you think and please
> > point out any gramatical errors or stuff that just doesn't make sense
> > or rambles. With everything that has gone on, I'm actually finding it
> > hard to think straight lately.
> Comments! This is very handy, and (newbie) I've already learned some
> things, but I don't use C++. For the sake of those who have to
> convert your code into their language of choice, could you add a few
> more comments to your code, especially in the snippets we see in the
> article?
The only thing I'd add is that it's a very good introductory tutorial,
but you are not using C++ except for double-slash style comments! I
would describe the code instead as very simple C. (Which is fine, it
is probably far more accessible to its target audience writing in C or
similar languages such as Basic.)
Making the map global is perfectly feasible when coding a simple
roguelike, but it kind of vitiates any notion of using classes for
encapsulation and access control.
- Gerry Quinn >> Stay informed about: The Beginners Guide to Roguelikes (v 0.0.0.0.0.0.1a) |
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Since: Oct 18, 2007 Posts: 49
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(Msg. 20) Posted: Fri Nov 23, 2007 9:14 pm
Post subject: Re: The Beginners Guide to Roguelikes (v 0.0.0.0.0.0.1a) [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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On 2007-11-22, Craig <craig.stickel.TakeThisOut@gmail.com> wrote:
> On Nov 21, 8:42 pm, Rachel Elizabeth Dillon <rac....TakeThisOut@akrasiac.org>
> wrote:
>> I'd be happy to host it for you on crawl.akrasiac.org if "ad-free hosting
>> by specific stranger" is a significant upgrade in your mind.
>
> It would be a very significant upgrade. I would appreciate that. And
> I'm sure that those who download it would be even more grateful for
> the change. Thank you!
You're welcome!
http://crawl.akrasiac.org/craig/ has both articles in HTML as well as
both ZIP files available for download. Go nuts, everyone.
To Craig: We should probably coordinate some way for you to be able to
upgrade it via email; my preference would be to just check out an SVN
repository but I don't know if that's how you manage your documents.
(As it gets bigger, I won't have time to unpack things immediately
anytime you change something.)
> Kind of off-topic, but it was your post on Krice's legendary "Tiny
> Roguelike Scene" thread (of which I think it was a turning point for
> the RL scene as a whole) that convinced me to try my hand at this
> guide. So thank you.
Hey, if I can play some small part in making roguelike development easier,
score! If I find the time, I hope to put together a "How To Make Your
New Game Its Own dgamelaunch Server" tutorial at some point in the next
couple of months...
-r. >> Stay informed about: The Beginners Guide to Roguelikes (v 0.0.0.0.0.0.1a) |
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Since: Nov 20, 2007 Posts: 15
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(Msg. 21) Posted: Fri Nov 23, 2007 10:44 pm
Post subject: Re: The Beginners Guide to Roguelikes (v 0.0.0.0.0.0.1a) [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Since: Nov 22, 2007 Posts: 4
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(Msg. 22) Posted: Fri Nov 23, 2007 11:36 pm
Post subject: Re: The Beginners Guide to Roguelikes (v 0.0.0.0.0.0.1a) [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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On 23 Nov, 17:53, Craig <craig.stic....DeleteThis@gmail.com> wrote:
> On Nov 23, 8:16 am, Gerry Quinn <ger....DeleteThis@indigo.ie> wrote:
>
> > The only thing I'd add is that it's a very good introductory tutorial,
> > but you are not using C++ except for double-slash style comments!
>
> Ha ha, true!
>
> > I would describe the code instead as very simple C. (Which is fine,
> > it is probably far more accessible to its target audience writing in C
> > or similar languages such as Basic.)
>
> > Making the map global is perfectly feasible when coding a simple
> > roguelike, but it kind of vitiates any notion of using classes for
> > encapsulation and access control.
>
> You are totally right, and I've debated with my self about this at
> quite length. I believe that OOP is an inescapable, fundamental tool
> if you're making even a half-serious Roguelike. (Not saying it can't
> be done without, but why on earth would you handicap yourself?)
> However, it requires considerably more design and forethought than
> your normal old-school procedural approach. My fear is that in doing
> this, I will loose people right off the bat. I'm trying to keep it
> simple and straightforward and (especially at the beginning) allowing
> people to play and fiddle around with what they've made. I mean back
> when I was 14, my first RL design did this. Didn't yours? My whole
> goal is to let them "catch the bug" and progressively get more
> involved in the intricacies of coding, which will be tolerable (even
> interesting) when they see the reason for it.
>
> Anyways, if you have any ideas about when and how to put OOP in action
> let me know. I am leaning more towards the NPC articles. I used to
> tutor back in my college days, and I would use NPC design in games as
> a way to explain OOP to students. It always amazes me to see how many
> people cannot understand that design paradigm, but putting it in
> application helps infinitely.
>
> But you're right though, and I'm not entirely convinced what I'm doing
> is the right way to do it.
Actually I found this tutorial a while ago where you use OOP from the
start to create an ascii-game.
I didn't make this but if you want an example of how it could be done
you should look at this.
Too bad it's not entirely finished just yet though. >> Stay informed about: The Beginners Guide to Roguelikes (v 0.0.0.0.0.0.1a) |
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Since: Nov 22, 2007 Posts: 4
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(Msg. 23) Posted: Fri Nov 23, 2007 11:38 pm
Post subject: Re: The Beginners Guide to Roguelikes (v 0.0.0.0.0.0.1a) [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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On 23 Nov, 17:53, Craig <craig.stic... DeleteThis @gmail.com> wrote:
> On Nov 23, 8:16 am, Gerry Quinn <ger... DeleteThis @indigo.ie> wrote:
>
> > The only thing I'd add is that it's a very good introductory tutorial,
> > but you are not using C++ except for double-slash style comments!
>
> Ha ha, true!
>
> > I would describe the code instead as very simple C. (Which is fine,
> > it is probably far more accessible to its target audience writing in C
> > or similar languages such as Basic.)
>
> > Making the map global is perfectly feasible when coding a simple
> > roguelike, but it kind of vitiates any notion of using classes for
> > encapsulation and access control.
>
> You are totally right, and I've debated with my self about this at
> quite length. I believe that OOP is an inescapable, fundamental tool
> if you're making even a half-serious Roguelike. (Not saying it can't
> be done without, but why on earth would you handicap yourself?)
> However, it requires considerably more design and forethought than
> your normal old-school procedural approach. My fear is that in doing
> this, I will loose people right off the bat. I'm trying to keep it
> simple and straightforward and (especially at the beginning) allowing
> people to play and fiddle around with what they've made. I mean back
> when I was 14, my first RL design did this. Didn't yours? My whole
> goal is to let them "catch the bug" and progressively get more
> involved in the intricacies of coding, which will be tolerable (even
> interesting) when they see the reason for it.
>
> Anyways, if you have any ideas about when and how to put OOP in action
> let me know. I am leaning more towards the NPC articles. I used to
> tutor back in my college days, and I would use NPC design in games as
> a way to explain OOP to students. It always amazes me to see how many
> people cannot understand that design paradigm, but putting it in
> application helps infinitely.
>
> But you're right though, and I'm not entirely convinced what I'm doing
> is the right way to do it.
Actually I found this tutorial a while ago where you use OOP from the
start to create an ascii-game.
I didn't make this but if you want an example of how it could be done
you should look at this.
Too bad it's not entirely finished just yet though.
- http://www.cgempire.com/forum/showthread.php?t=379 >> Stay informed about: The Beginners Guide to Roguelikes (v 0.0.0.0.0.0.1a) |
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Since: Nov 08, 2007 Posts: 90
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(Msg. 24) Posted: Sat Nov 24, 2007 12:36 pm
Post subject: Re: The Beginners Guide to Roguelikes (v 0.0.0.0.0.0.1a) [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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On 24 nov, 19:58, Sherman Pendley <spamt... RemoveThis @dot-app.org> wrote:
> jice <jice.nos... RemoveThis @gmail.com> writes:
> > already been polls to know what kind of developpers lives here or the
> > number of roguelike by language ? Would such statistics be useful ?
>
> Comparisons of programming languages tend to degenerate quickly into a
> "my language has a bigger **** than yours" type of argument - not very
> useful.
Yes, but such stats could be useful for currently active roguelikes :
C++ : x%
java : x%
.... : x%
and also something like :
more than 10 years xp developper : x%
more than 5 years xp developper : x%
more than 2 years xp developper : x%
beginner developper : x%
or even a cross view experience/language.
It would show if beginner guides to roguelike are pertinent or not (I
mean guides for people who have almost never programmed) and if they
are, what language the guide should use (not because it has the
biggest ****, but because most of beginner developpers who want to
create a roguelike use this language) .
The thing is, there are lots of discrepancies between articles/
tutorials we see here. Look at dungeon dweller, you have very complex
algorithms (relatively speaking) like recursive shadow casting LOS and
articles for people who don't even know what a loop or a variable is.
Is there an audience for both ? Are there lots of beginner programmers
who want to start learning programming with a roguelike, or rather a
majority of developpers with solid programming foundations ? The
answer is probably both, but it what proportions ? If there are only
5% beginner programmers, then there's no use having so much beginner
guides and the community could accomodate more advanced guides/
articles.
I'm maintaining a blog with roguelike development articles and I'm
always questioning myself about this. Most articles are low level and
maybe most of the readers think "ok, it's obvious, I already knew
that". Or maybe most of the readers think "Damn, it goes too fast, I
would need more in-depth explanations".
--
jice >> Stay informed about: The Beginners Guide to Roguelikes (v 0.0.0.0.0.0.1a) |
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Since: Nov 07, 2007 Posts: 21
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(Msg. 25) Posted: Sat Nov 24, 2007 1:58 pm
Post subject: Re: The Beginners Guide to Roguelikes (v 0.0.0.0.0.0.1a) [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Since: Nov 12, 2007 Posts: 4
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(Msg. 26) Posted: Mon Nov 26, 2007 1:13 pm
Post subject: Re: The Beginners Guide to Roguelikes (v 0.0.0.0.0.0.1a) [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Krice skrev:
> On 22 marras, 19:49, Craig <craig.stic....DeleteThis@gmail.com> wrote:
>> I apologize for that. Here's the HTML version.
>
> Don't you have anywhere to put that? Like home page
> or something?
RogueBasin could work I guess as it can handle both images and files.
With the recent blog mania here at r.g.r.dev knowledge is getting spread
out over many sites (= not good in my opinion).
/Björn >> Stay informed about: The Beginners Guide to Roguelikes (v 0.0.0.0.0.0.1a) |
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Since: Nov 19, 2007 Posts: 111
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(Msg. 27) Posted: Fri Nov 30, 2007 10:08 am
Post subject: Re: The Beginners Guide to Roguelikes (v 0.0.0.0.0.0.1a) [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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On Nov 21, 6:21 pm, Craig <craig.stic... RemoveThis @gmail.com> wrote:
> Articles One and Two are complete and ready for critique. I apologize
> for the delay. Feel free to let me know what you think and please
> point out any gramatical errors or stuff that just doesn't make sense
> or rambles. With everything that has gone on, I'm actually finding it
> hard to think straight lately.
Okay, finally had a chance to download it. (For those whining
about .doc, it opens just fine in Open Office FYI.)
Very well done. I like your style and I like your pace. I also like
very much the non-OO approach.
I think that Terror in ASCII dungeon linked to else-thread is a
perfect example of why an OO tutorial is bad. It spends how many
pages without even producing a line of code? If I'm learning
something I want something interactive *fast*.
A lot of OO teachers seem to forget that langauges like Java still
have at their heart a simple list of instructions to be executed.
Beginners do not know how to make a list of instructions! All this
talk about object hierarchies is distracting if I can't even put two
statements together in a list.
Anyways, enough of a rant, on to some critique.
1) I still believe the best newbie map representation is
char *map[MAP_HEIGHT] =
{
"#######"
"#.....#"
"#######"
};
It simplifies your screen drawing and also encourages the learner to
edit the map themselves. Using an integer indirection is something
that can be added as a refinement later.
2) You should make it clear that "Adding another NPC to the map" is a
very advanced next step in Article 1 rather than something to be done
on a whim like your other changes. I'd say remove it entirely as you
should really explain that directly.
3) Your concern for repainting the screen at a minimum distracts from
writing a cool video game. It is not necessary. I repaint the entire
map every step in POWDER and it runs on a Gameboy Advance. If flicker
is the concern, fix your graphics library to have a redraw() command
that posts all pending edits. Ie, no changes show up on screen until
one calls redraw(). This effects double buffering which has been how
we've solved the 60hz mismatch problem for the last few decades.
4) I think you are missing a good learning opportunity when you write
stuff like: "playerx--". Especially when you have the "unmove" path
inside the switch statement.
A very important concept that beginners may lack is the idea of dx/
dy. Instead of directly changing X and Y in the switch statement, we
just set dx and dy to +/- 1. This idea of replacing a "change my
position" with "store my intended change in position" is very powerful
when it comes to writing AI - a large part of the AI problem becomes
just selecting (dx,dy) rather than the conceptually larger issue of
updating (x,y). We see this when you add collision detection - a dx/
dy lets you easily remove that from the switch statement so it is only
written once.
Keep up the good work.
--
Jeff Lait
(POWDER: http://www.zincland.com/powder) >> Stay informed about: The Beginners Guide to Roguelikes (v 0.0.0.0.0.0.1a) |
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Since: Oct 30, 2007 Posts: 14
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(Msg. 28) Posted: Fri Nov 30, 2007 3:34 pm
Post subject: Re: The Beginners Guide to Roguelikes (v 0.0.0.0.0.0.1a) [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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On Dec 1, 7:08 am, Jeff Lait <torespondisfut... DeleteThis @hotmail.com> wrote:
>
> Okay, finally had a chance to download it. (For those whining
> about .doc, it opens just fine in Open Office FYI.)
Nobody's complaining now; he put up an html version. (Much better
than a 100 mb download for Open Office.)
on to the article:
I really like the simplicity of it. You really seem to have a good
understanding of what the target audience knows (i.e. nothing), you're
not using anything more difficult than what is absolutely necessary to
get something moving around on the screen.
Almost makes me want to write an ascii game. I'm reminded of how
little you actually have to do to get something up and running, none
of this messing about with perspective transformations and vertex
buffers.
For some reason a screen full of .s and #s and @s just looks really
solid and professional to me, more like an 'actual game' than
something just thrown together with a half dozen lines of code. I
guess this is because it's already at the maximum level of
sophistication possible in the medium, and I've spent so many hours in
front of screens that look just like that. With 3d graphics it takes
so much more work to get something looking acceptable, and even then
it's inevitably inferior to the professional efforts.
In conclusion, your tutorial's almost inspired me to switch to writing
a _roguelike_ roguelike. Maybe I'll have to make that my next
project.
Brog >> Stay informed about: The Beginners Guide to Roguelikes (v 0.0.0.0.0.0.1a) |
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Since: Nov 21, 2007 Posts: 15
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(Msg. 29) Posted: Sat Dec 08, 2007 12:36 pm
Post subject: Re: The Beginners Guide to Roguelikes (v 0.0.0.0.0.0.1a) [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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On Nov 30, 11:08 am, Jeff Lait <torespondisfut....TakeThisOut@hotmail.com> wrote:
>
> A lot of OO teachers seem to forget that langauges like Java still
> have at their heart a simple list of instructions to be executed.
> Beginners do not know how to make a list of instructions! All this
> talk about object hierarchies is distracting if I can't even put two
> statements together in a list.
Hear hear!
>
> Anyways, enough of a rant, on to some critique.
>
> 1) I still believe the best newbie map representation is
> char *map[MAP_HEIGHT] =
> {
> "#######"
> "#.....#"
> "#######"
>
> };
>
> It simplifies your screen drawing and also encourages the learner to
> edit the map themselves. Using an integer indirection is something
> that can be added as a refinement later.
That does simplify the editing process, but in my experience I've
found that people have a hard time understanding how C-style strings
are stored and how to use that system. I felt it would be simpler to
grasp the theory this way.
> 2) You should make it clear that "Adding another NPC to the map" is a
> very advanced next step in Article 1 rather than something to be done
> on a whim like your other changes. I'd say remove it entirely as you
> should really explain that directly.
Very good point. I'll do that.
> 3) Your concern for repainting the screen at a minimum distracts from
> writing a cool video game. It is not necessary. I repaint the entire
> map every step in POWDER and it runs on a Gameboy Advance. If flicker
> is the concern, fix your graphics library to have a redraw() command
> that posts all pending edits. Ie, no changes show up on screen until
> one calls redraw(). This effects double buffering which has been how
> we've solved the 60hz mismatch problem for the last few decades.
I agree with you: double buffering is definately the best, if only,
way to handle this flicker. And when given access to the memory map as
the GBA platform lets you, I would use it in a heartbeat. But with
Win32's propensity to abstract hardware resources the "ideal" page
flip is not viable without going heavy into the OS'es theory and SDK's
like DirectDraw. The software approach using a blit from RAM does work
well (it's what I use for most of my projects), but I feel it's a
little distracting and heavy for the first time programmer.
So as I couldn't buffer away my problems, the thought was to do delta
compression on the output. I do see why this is distracting, and can
be a stumbling block for people as they move ahead - this is not the
normal way things are done, especially as you get into more and more
involved development.
This is off-topic, but because I did development on the GB classic:
out of curiosity, do they still have the tile-based graphics system
built into the hardware? I know they have the onboard Z80 co-processor
to do legacy games, but does the ARM7-based system support that type
of graphics intrisically as the classic hardware did?
>
> 4) I think you are missing a good learning opportunity when you write
> stuff like: "playerx--". Especially when you have the "unmove" path
> inside the switch statement.
>
> A very important concept that beginners may lack is the idea of dx/
> dy. Instead of directly changing X and Y in the switch statement, we
> just set dx and dy to +/- 1. This idea of replacing a "change my
> position" with "store my intended change in position" is very powerful
> when it comes to writing AI - a large part of the AI problem becomes
> just selecting (dx,dy) rather than the conceptually larger issue of
> updating (x,y). We see this when you add collision detection - a dx/
> dy lets you easily remove that from the switch statement so it is only
> written once.
I think you're right. It is a huge opportunity. I'll revamp the first
article.
> Keep up the good work.
Thanks. As always, it's good to get your input.
> --
> Jeff Lait
> (POWDER:http://www.zincland.com/powder) >> Stay informed about: The Beginners Guide to Roguelikes (v 0.0.0.0.0.0.1a) |
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Since: Nov 21, 2007 Posts: 15
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(Msg. 30) Posted: Sat Dec 08, 2007 12:51 pm
Post subject: Re: The Beginners Guide to Roguelikes (v 0.0.0.0.0.0.1a) [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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On Nov 30, 4:34 pm, Brog <cryskn....RemoveThis@gmail.com> wrote:
> I really like the simplicity of it. You really seem to have a good
> understanding of what the target audience knows (i.e. nothing), you're
> not using anything more difficult than what is absolutely necessary to
> get something moving around on the screen.
Thank you!
> Almost makes me want to write an ascii game. I'm reminded of how
> little you actually have to do to get something up and running, none
> of this messing about with perspective transformations and vertex
> buffers.
...and pipeline optimization, and matrix math...
...and by the end of it you still don't have a game.
> For some reason a screen full of .s and #s and @s just looks really
> solid and professional to me, more like an 'actual game' than
> something just thrown together with a half dozen lines of code. I
> guess this is because it's already at the maximum level of
> sophistication possible in the medium, and I've spent so many hours in
> front of screens that look just like that. With 3d graphics it takes
> so much more work to get something looking acceptable, and even then
> it's inevitably inferior to the professional efforts.
That's the advantage of the RL genre and ASCII-based games as a whole.
You can combine the imaginative visualization of text-based games,
MUD's, MUSH'es, etc while having the power of a tile-based system.
Graphics are taken care of, so start putting the fun in functionality
and add content. It's beautiful.
> In conclusion, your tutorial's almost inspired me to switch to writing
> a _roguelike_ roguelike. Maybe I'll have to make that my next
> project.
Wow... I'm honored. Thank you!
There will be more to come, but I have just switched jobs and with
Christmas coming I am already on the hunt for presents for my 5
nephews and my niece. I will be incorporating the suggestions from
this thread during my holiday time starting on the 21st, writing
articles three and four and hopefully hearing back from Rachel
Elizabeth Dillon regarding the webspace access so that she isn't stuck
with the job of posting these things. All in all, the next wave of
articles won't be coming much before the new year, probably a week or
two after.
- Craig >> Stay informed about: The Beginners Guide to Roguelikes (v 0.0.0.0.0.0.1a) |
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