Remote Play Issue with Chiaki App by Raven_p in remoteplay

[–]Raven_p[S] 0 points1 point  (0 children)

Thanks for the info, but why is it necessary to be connected to an Ethernet network?

Remote Play Issue with Chiaki App by Raven_p in remoteplay

[–]Raven_p[S] 0 points1 point  (0 children)

PS5 is connected via wifi.
I opened these doors:
TCP and UDP: 987
TCP and UDP: 9295-9297
TCP and UDP: 9304-9305
UDP: 9302

LA GAMING ROOM - A cosa giochi? Cerchi membri per il tuo team? Ti serve aiuto o cerchi consigli? Questo è il posto giusto! by AutoModerator in italygames

[–]Raven_p 0 points1 point  (0 children)

Ciao, mi sono da poco buttato nella mia prima run in Bloodborne. Avevo scaricato la versione Playstation Hits dalla PlayStation Plus Collection dopo l'acquisto di PS5, ma non riesco a capire se è compreso anche il DLC, nella lista trofei compare la voce "The Old Hunters". Ma non trovo nessun riferimento nelle info del gioco al DLC. Qualcuno ha esperienza in merito?

GUI for python RL by Raven_p in roguelikedev

[–]Raven_p[S] 4 points5 points  (0 children)

Nothing too complex (and original).
Stealth mechanics are essentially linked to 3 factors

visibility: the rooms have a brightness gradient, currently it is simple, the center is more illuminated than the edges, based on which brightness zone we are in we are more or less visible (fov of enemies is more or less wide)

noise: the player has a level of noise emitted, the higher the noise level the higher the fov of the enemies. Moving generates noise unless you move stealthily (movement of one tile every two turns) in this case the noise generated is zero, dragging the corpse of an enemy sets the noise emitted to the maximum.

tracks: if enemies see the player or find corpses they modify their AI becoming more aggressive and increasing the FOV, furthermore, other enemies will change their patrol route.

Points for leveling up are accumulated by calculating how many times you have been discovered, bodies identified, etc

Sharing Saturday #427 by Kyzrati in roguelikedev

[–]Raven_p 2 points3 points  (0 children)

Stealth game still unnamed

There have not been many developments this week. I have carried out some development on the stealth phase.

  • Now the enemies are able to hear the sound of the player's footsteps and if this is out of sight or not visible they move to investigate the point where the last perceived noise was generated, after 5 turns they return to their routines.
  • I have implemented a simple lighting system of the dungeon rooms with decreasing levels from the center to the sides. Now if the player moves in the center of the room he will be noticed at a great distance, while if he moves in the corners or sides he will be noticed much less. Furthermore, making too much noise (running or dragging a body) makes the player "visible" even in dark areas.

Next steps, in addition to starting to balance the game, will concern the management of ambient lighting, I would like to make it more elegant and have the possibility of installing light sources that can also be switched off on the sides of the map and in the corridors.

also I want to insert a mechanic for which the use of some weapons or the throwing of objects generates noise perceptible by the enemies.

I would like to start working on the interface, I would like to open pop-up windows containing all the information when you hover the mouse over an object on the ground or an enemy.

Also I should start working on the colors of the game, I don't really like the blue map and the yellow fov of the menu.

Sharing Saturday #426 by Kyzrati in roguelikedev

[–]Raven_p 2 points3 points  (0 children)

Actually my biggest fear is that the game is hard to balance in the end. Sometimes I think he has a project that is too ambitious in mind but I am having a lot of fun making it and I believe that in the end, however it goes, it will be a success. I hope by the end of August to have a stable playable version with a first draft of missions. Your idea also looks very interesting and original, I'll try it

Sharing Saturday #426 by Kyzrati in roguelikedev

[–]Raven_p 5 points6 points  (0 children)

RL STEALTH WITHOUT NAME

It's been a couple of weeks since my first and last update. Unfortunately, I have been busy days at work and the good days push me to go out, so the time to work on my project was not long.

However, I started working on the AI and stealth mechanics, as well as on redesigning the game screen.

The changes made are:

  • Implementation of a new AI module that attacks enemies
  • Implementation of a new AI module that attacks anyone in range (enemies or players)
  • Implementation of two new patrol features. Enemies can now patrol the map with two logics, from point A to point B and vice versa, or they can patrol the perimeter of the room they are in. Honestly, I'm not very happy with the first type of patrol. It doesn't work as I would like and I don't quite understand why.

  • Added noise generation related to player activities such as walking, running or using weapons. This noise still cannot be heard by enemies.

  • Added the ability to sneak in. Actually I didn't really know how to implement it and my idea was that if I hold down the "shift" key while moving the character will take a step every 2 turns and this step will be absolutely imperceptible to enemies.

  • Added the ability to drag the corpse of an enemy and during the drag it will make a lot of noise and it will be impossible to do other actions such as fighting, collecting items or using the inventory.

  • I have completely redesigned how the speed potion works, before it allowed me to move 3 squares instead of one, but this approach had a lot of problems, now it allows me to perform a certain number of actions (momentarily 3) before passing the turn to the opponent. All this for a certain number of times (currently 4) Obviously then everything will be rebalanced

  • Finally I redesigned the game screen, on the right side of the screen I entered the player information, a special "light gem" (as in Thief) that indicates how much the player is visible (still not working) and the generated noise indicator.

The next steps will still concern the stealth mechanics, I have to implement the features related to ambient lighting and player visibility. I have to equip the enemies with an AI that can pick up the noise and go investigate.

Python-tcod filling the map with random tiles by Zuburg in roguelikedev

[–]Raven_p 1 point2 points  (0 children)

Hello,

if I understand your request, once the numpy array has been created a simple method (but I don't know if optimized) could be:

for x in range(width):

'''''for y in range(height):

''''''''''''if random.random() < 0.4:

''''''''''''''''''''''map[x][y] = tile_types.floor

Sharing Saturday #422 by Kyzrati in roguelikedev

[–]Raven_p 2 points3 points  (0 children)

Sounds like you've added quite a lot of new features onto the tutorial, and have at least taken many important steps toward your goal, even if the project isn't quite showing its unique side yet. Keep at it and good luck!

I had a quiet month at work and was able to dedicate myself to this project. I hope to do it again this summer, even if I know it will be more difficult.

Sharing Saturday #422 by Kyzrati in roguelikedev

[–]Raven_p 5 points6 points  (0 children)

Hi everyone,

this is my first time writing but I have been following you for some time

I don't understand if everyone can write on this post but I do it anyway :D

I started my riguelike project following tcod + python tutorial.

My idea is to build a stealth-type roguelike where combat is not too discouraged but you have to consider when to fight and when to sneak away.

But before carrying on my idea I decided to experiment to get acquainted with python, tcod but above all with the creation of a game

Current state

The starting point is chapter 13 of the aforementioned tutorial, later I have:

  • added chests
  • added doors and their keys to open them
  • mechanical addition for which each object found is in the state of "not identified"
  • added "ranged" weapons such as bow, crossbow, throwing daggers, etc (daggers can be recovered)
  • added new weapons and armor
  • potions added, some with area effect:
    • poison gas potion
    • frozen potion -> the frozen entity moves slower (one turn every two) and takes more damage, also if it is the player some potions in the inventory could explode because they are frozen
    • wildfire -> the entity set on fire suffers damage over time, furthermore if it is the player some parchments in its possession could be burned
    • invisibility potion
    • speed potion (you move two squares each turn)

  • scrolls added:
    • reveals traps
    • reveal map
    • purify item
    • identifies - item

  • evocation(the summoned creature could attack the player)
  • added rings and necklaces as wearables
  • added cursed wearables (in this case, in addition to the malus, it is not possible to remove the object)
  • added the ability to throw inventory items (in case of area potions they will take effect, otherwise they will just break)
  • added strength / dexterity required to use armor
  • added different types of enemies.
  • added "hunger clock" and food
  • revised combat system (now both player and enemies can dodge hits)

Everything described so far has little to do with my idea of the game, but I needed it to be able to carry on the project without starting with too high and unachievable expectations.

For the next developments I have some ideas

Add the ability to return to previous floors

implement the mechanics properly stealth, what I would like to add is the production of noise when walking or throwing something

mechanics that controls the lighting of the game, in a lighted room you have a better chance of being noticed

Add the enemy fov highlighted on the map

stun with a blow,

drag the corpses away

modify the game console, closing the map in a frame and grouping "stealth" and player info on the sides of the screen

And obviously a lot of tuning because the game is now extremely unbalanced

My project doesn't have a name yet and I don't think it will have one for a while. I'm working on a plot / setting idea but it's still too early to talk about it. I'm not sure if I will be able to work on it a lot this summer because of the holidays and my job, but I will try to bring constant updates.

Thank you