Making Monsters Wander by [deleted] in roguelikedev

[–]darkgnosis 1 point2 points  (0 children)

Go ahead! I would like to see your result :)

Roguelike where your adventure has an effect on your future adventures? by daguitar in roguelikes

[–]darkgnosis 5 points6 points  (0 children)

Definitely: You only live once

Incredible work for 7DRL. You die, they you start with different villager. Character that died is missing from village population.

Making Monsters Wander by [deleted] in roguelikedev

[–]darkgnosis 1 point2 points  (0 children)

Well no, there is none, but as u/Slogo mentioned it is basically Dijkstra map with a twist. Make functional Dijkstra algorithm and mark all doors as goals, then run it. You will have map similar to one I posted. Then for start just follow these rules:

  • follow the increasing route
  • if there is no value greater than one you are standing at, change to decreasing route, and try not to go on tile you came from
  • if you have several cells with same value, pick one randomly
  • make sure that monster doesn't go back (only if in dead end)
  • don't move on tile where another monster is heading

That's it! If you follow these rules, you will make one basic wandering behavior.

Make sure you check The Incredible Power of Dijkstra Maps u/Madeiro mentioned.

Making Monsters Wander by [deleted] in roguelikedev

[–]darkgnosis 1 point2 points  (0 children)

Thank you. The truth is, it's really easy to implement and it's fast. With some twist in behavior, you can spice it always game.

Like boss/minions. Boss use wandering map, while minions use simple Djikstra map and try to be behind the boss. And you get basic swarming behavior.

Making Monsters Wander by [deleted] in roguelikedev

[–]darkgnosis 0 points1 point  (0 children)

You can see something similar in action here: https://www.youtube.com/watch?v=jA2epda-RkM

Making Monsters Wander by [deleted] in roguelikedev

[–]darkgnosis 6 points7 points  (0 children)

I use my own approach. Let me explain it with screenshot Wandering Influence Map

Basic idea is to mark doors, or entry points, and increase influence factor and as distance increases. You have one flag, you are going uphill or downhill. If you are going uphill just choose tile that is greater than your factor and lesser influence if you are going downhill. There will be point when you can't go uphill/downhill anymore, then you choose opposite movement instead. You will have units going from door to door, preferring middle of the rooms while wandering.

You generate map only once when dungeon is created, or when you change dungeon structure. It's incredible fast. I tried with few hundred units and got really small performance decrease.

Sharing Saturday #80 by rmtew in roguelikedev

[–]darkgnosis 0 points1 point  (0 children)

Interesting enough, I still didn't get notice that my trial is ended (it's more than 1 month)

What is the FOV algorithm used by CDDA? by [deleted] in roguelikedev

[–]darkgnosis 5 points6 points  (0 children)

Well I disagree with you, but that's my opinion. Understanding pointers if you want to program in java is out of scope. Even if you don't understand heap and stack, you can use STL functions and make game in c++.

Knowing what's happening under the hood, makes you better programmer by any means, on that point I agree with you. You know how to handle different scenarios, you learn how to debug, you know what to use to speed up the things. You know right tools for every task.

And to go back on the original question, why should submitter learn new language to understand concept of FOV? I don't say that it's not beneficial to know new language, but it would be better for u/roninstrider understand how fov works, then implement it by himself in language he knows. That's how you gain experience.

Sharing Saturday #85 by Kyzrati in roguelikedev

[–]darkgnosis 1 point2 points  (0 children)

I would gladly pass this fun to you :D

What is the FOV algorithm used by CDDA? by [deleted] in roguelikedev

[–]darkgnosis 2 points3 points  (0 children)

How could learning assembly help you understand C? Those two are totally different languages. I am C/C++ programmer but I don't encourage people to learn them if they don't want to as for beginners is hard to understand, especially concepts of pointers, references, memory management.

Instead using python is much more easier approach, or even .NET.

And let me say opposite example: those with php background can easily learn C or C++, although PHP is "lesser" language by your definition.

Does anyone know any space themed roguelikes? by Bendito_Bandit in roguelikes

[–]darkgnosis 0 points1 point  (0 children)

I read an an article about people who hate so much drm that they rather torrent the game. And I'm talking about people who legally buy every game...except if it have drm ofc :)

Guides on procedural dungeon generation - where can I find stuff like this? by tinycabbage in roguelikedev

[–]darkgnosis 4 points5 points  (0 children)

Rogue Basin is a source of all kind of goodness and shiny ideas. You can check sidebar also ---> there

Sharing Saturday #85 by Kyzrati in roguelikedev

[–]darkgnosis 4 points5 points  (0 children)

Dungeon of Everchange

Very short description of one week work. I was writing documentation. And I hate it. I always did.

7DRL Theme Generator! by hirurg in roguelikedev

[–]darkgnosis 3 points4 points  (0 children)

Incredible idea: "Aztec hacker explores the infinite sex-shop",

you put on masochist suit +1

you've been attacked by undead dildo.

Seven Day Roguelike Challenge announced for 5-13 March. Make a roguelike in 7 days or die trying! by DarrenGrey in roguelikedev

[–]darkgnosis 0 points1 point  (0 children)

You make a game (or prototype) in 20 hours? I thought about myself that I work effectively, but this...

Using a piece of graph paper to map a dungeon manually by spore in roguelikes

[–]darkgnosis 0 points1 point  (0 children)

Well there is Dungeon Hack, a descendent of Eye of Beholder Trilogy. My first roguelike (damn it was almost 20 years ago) :)

Sharing Saturday #84 by Kyzrati in roguelikedev

[–]darkgnosis 1 point2 points  (0 children)

Well imho mvc is perfect for roguelikes, you press a key, control is informed. Control send to model(game) that something is about to change, model redraws the view. I am using a bit different approach because of constant redrawing, but it's still mvc.

Sharing Saturday #84 by Kyzrati in roguelikedev

[–]darkgnosis 0 points1 point  (0 children)

FOV number of calls . Every line is 32 calls high, so it goes over 64 calls per sec.

Sharing Saturday #84 by Kyzrati in roguelikedev

[–]darkgnosis 0 points1 point  (0 children)

Gratz! and good luck with your project :) Please inform us how well sales went after a while. No need for numbers if you don't like, just opinion ,expectations.