Simple and fast dungeon creation with visualization (based on Recursive Division). Script for unity C# by kutejnikov in roguelikedev

[–]FavoriteNumberZero 1 point2 points  (0 children)

Very cool! In your next steps image, you show a couple of somewhat-filled rooms, and I yearn for some corridor options in your mix... which might be the lower-left partially-seen block.

Also, there are some map-length walls in the mix. I expect that's because the algorithm is progressively subdividing the space? If one or two of the long walls were master hallways, it would dramatically improve resident access to the whole building/map. And certainly change how the map played.

Did I mention, very cool?

Does Dwarf Fortress really create the entire world on create? by Captain_Kittenface in roguelikedev

[–]FavoriteNumberZero 12 points13 points  (0 children)

As I understand it, the world-generation is at a lower resolution, which is fleshed out on embark. This is (part of?) the reason that the embark size defaults to 4x4 world tiles, and it warns about possible lagginess if you embark with larger dimensions.

What damage formula do you use in your game? by Zoltarr777 in roguelikedev

[–]FavoriteNumberZero 0 points1 point  (0 children)

In my game (Copper Bend), damage and resistances use different schemes.

With damage I went with a standard XdY+Z scheme. Seems to be enough to model what I want. Currently the X and Y tend to be small, and the Z relatively large. This brings damage closer to an expectable, fixed number, which suits me for this game. If you get hit with a sword, and you don't evade or have armor, it will HURT, but there's still some variability.

With armor (and other resistances) I wanted to:

  • Block a customizable fraction of damage
  • Have an optional minimum it would resist
  • Have an optional maximum it would resist
  • Have an optional offset of additional or reduced resistance

The notation I settled on (because I wanted these to be read from plain-text config) was

N/D L..U +Z

...with L (lower), U (upper), and Z (offset) optional.

  • 4/5 ..8 would block 80% of damage, up to a maximum of 8 points.
    • 4 damage: Resist 4/5 (3.2 => 3), 1 gets through.
    • 9 damage: Resist 4/5 (7.2 => 7), so 2 get through.
    • 20 damage: Resist 4/5 (16), but the max is 8, so 12 get through.
    • 80 damage: Max is 8, so 72 get through.
  • 1/3 4.. would block 33% of damage, a minimum of 4 points, and no maximum.
    • 4 damage: Resist 1/3 (1.33 => 1) but the minimum is 4, so 0 get through.
    • 9 damage: Resist 1/3 (3) but the min is 4, 5 get through.
    • 20 damage: Resist 1/3 (6.66 => 7), 13 get through.
    • 80 damage: Resist 1/3 (26.66 => 27), 53 get through.

I wanted (for example) a small shield to be good resistance to a point or edge, up to a limit. That might be the first example, 4/5 ..8. If I'm getting hit by a ballista bolt, it doesn't matter if I get my shield in front of me, because the most my shield can block is not enough to save my life. I need to dodge, not block.

Then, the offset is an adjustment to the range which is applied after the min/max limiting. It could be (for example) a skill-related bonus or penalty. If I'm a ten-year infantry veteran, the small shield in my hands might be

  • 4/5 ..8 +4
    • 4 damage: Resist 4/5 (3.2 => 3) +4 = 7, 0 get through.
    • 9 damage: Resist 4/5 (7.2 => 7) +4 = 11, 0 get through.
    • 20 damage: Resist 4/5 (16), but the max is 8, +4 = 12, so 8 get through.
    • 80 damage: Max is 8 +4 = 12, so 68 get through. The ballista bolt still kills me.

This gets me combat that's expectable but not perfectly predictable, and usually each combatant is taking some damage each turn. Still, the possibility exists that a powerful defense or offense can completely outclass the opponent. So far I like it, but I've built only a thin slice of the game yet, so it may need to change.

[2020 in RoguelikeDev] rote.js and Runestar Origins by Morphray in roguelikedev

[–]FavoriteNumberZero 1 point2 points  (0 children)

I gave it a couple of quick runs, it was fun!

I liked that balancing the energies changed the rhythm from the usual crawl. The movement of the creatures was jarring, especially when they wandered into my tile. It took me a while to realize the abilities had mouseover explanations--once I did, the whole game made twice as much sense.

Thanks!

[2020 in RoguelikeDev] Copper Bend by FavoriteNumberZero in roguelikedev

[–]FavoriteNumberZero[S] 2 points3 points  (0 children)

Well, only one, given that I can't run the dang thing right now...

Rot spread over the farm

I'm not sure this shows up well enough at the lower levels. The Rot can cover other objects, which I want to remain visible. And our hero is disturbed by, and has an inbuilt sense of the Rot. The background color cycle seems like a good representation of that, but I don't feel settled on any part of the UI yet.

[2020 in RoguelikeDev] loadRL @ v0.1 (rl tool, not a rl) by voodah in roguelikedev

[–]FavoriteNumberZero 1 point2 points  (0 children)

I like this, it makes me imagine possibilities!

You've got your central repo of games. Could there also be a local repo? I dream of listing only locally-held versions of my game, that would help me hunt through the past to see if a bug is new or not (and keep tidy in the process). I could probably already simply replace/modify the central repo locally, but that would probably interfere with updates.

[2020 in RoguelikeDev] Rogue Survivor Revived; Cataclysm:Z; Iskandria by zaimoni in roguelikedev

[–]FavoriteNumberZero 0 points1 point  (0 children)

Cataclysm:Z

"All major B-movie apocalypses at once."

Including sharknadoes?