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vittro
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icon What if DROD had physics? (+2)  
05-15-2011 at 12:22 AM
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Rat Man
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icon Re: What if DROD had physics? (0)  
But... DROD does have physics! (Unless "physics" in this case is a programming term)

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05-15-2011 at 12:35 AM
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west.logan
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vittro wrote:
Probably something like this abomination would arise.

http://www.youtube.com/watch?v=d5P4crMHDfM
(watch in HQ)

Ha, that's hilarious. What kind of physics are we talking about anyway? Gravity? Magnetic fields?

This reminds me of those old Woolly Willy toys, you know, the magnetic hair that you'd put on the guy's face and eyebrows:

Woolly Willy Toy

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05-15-2011 at 12:39 AM
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vittro
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west.logan wrote:
vittro wrote:
Probably something like this abomination would arise.

http://www.youtube.com/watch?v=d5P4crMHDfM
(watch in HQ)

Ha, that's hilarious. What kind of physics are we talking about anyway? Gravity? Magnetic fields?

Linear and angular velocity, friction, mass, etc.
I may make a minigame out of this :P

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05-15-2011 at 12:40 AM
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vittro
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http://www.youtube.com/watch?v=5ztHhR8hE2o

Update!
You now have a sword, which you swing in the direction of the mouse.

If you swing it slowly, you can manipulate monsters without killing them.

If you make your mouse do a nice fast movement you slice the puny monsters.

---

http://www.youtube.com/watch?v=IA482JgTrk8

Update!
Monsters are automatically spawned, you can die, etc.

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[Last edited by vittro at 05-15-2011 11:47 AM]
05-15-2011 at 10:08 AM
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west.logan
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That is interesting, is it a programming exercise? Thanks for sharing it.
It looks more like an action game now than a puzzler but perhaps you could go somewhere with it.

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05-15-2011 at 01:30 PM
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vittro
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west.logan wrote:
That is interesting, is it a programming exercise? Thanks for sharing it.
It looks more like an action game now than a puzzler but perhaps you could go somewhere with it.

It started out as a programming exercise, but if I don't lose motivation it could become a nice little suvival/roguelike game.

It is made in C#, using SFML.NET http://www.sfml-dev.org/) for rendering, sound and input management.

For the physics, I'm using Farseer Physics engine http://farseerphysics.codeplex.com/), which is a port of Box2D to .NET and C#.

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05-15-2011 at 02:15 PM
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vittro
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40 minutes ago, my brain was telling me: "please, for the love of god, refactor this code, it's horrible"

I spent the last 40 minutes coding a physical mace weapon. It is awesome.

http://www.youtube.com/watch?v=67WKPzQEsXI

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05-15-2011 at 03:46 PM
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Rat Man
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That's not a mace! It's a flail!

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05-16-2011 at 12:31 AM
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NiroZ
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Watch it in higher quality, it is definitely a mace.

Also, it's not nearly as satisfying when the roaches don't gib everywhere.
05-16-2011 at 11:48 AM
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west.logan
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I like the new weapon (for real-time games at least) but I think Rat Man is right. It has a chain attaching the head to the handle so it's a flail, though I think sometimes it's referred to as a mace.

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05-16-2011 at 01:54 PM
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vittro
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NiroZ wrote:Also, it's not nearly as satisfying when the roaches don't gib everywhere.

;) will work on that very soon.

Also, how would you prefer the game to be?
*One screen high score survival
*Procedurally generated dungeons
*User-created dungeons

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05-16-2011 at 04:28 PM
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Rat Man
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I'd like to see a score count; giant, scrolling maps, procedural generation, a level editor and a survival mode. It would be so cool you make it so you have to find the exit and clean out a certain number of roaches and once you clear them, you can get in but the roaches appear twice as often and get really fast. I think I've played a game like that but I don't remember what it was.

By the way, I'm not a fan of that style of graphics. Is that what the finished product is gonna look like?

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05-16-2011 at 04:45 PM
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vittro
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Rat Man wrote:
I'd like to see a score count; giant, scrolling maps, procedural generation, a level editor and a survival mode. It would be so cool you make it so you have to find the exit and clean out a certain number of roaches and once you clear them, you can get in but the roaches appear twice as often and get really fast. I think I've played a game like that but I don't remember what it was.

By the way, I'm not a fan of that style of graphics. Is that what the finished product is gonna look like?

I suppose I can have all three modes after all.
Graphics are obviously not final: I can't do graphics at all. It's just placeholder programmer hard. But be 100% sure the end result will be 2D.

Another design problem:
I can either have large scrolling maps (but monsters and other things will only work in the view area, for example off-screen roach queens won't spawn and off-screen monsters won't come after you) - or a room-based system like traditional DROD. What sounds better?

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[Last edited by vittro at 05-16-2011 05:09 PM]
05-16-2011 at 05:07 PM
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skell
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I am all for the room-based. Reminds me of Dot Wars... Ohhh I love that game.

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05-16-2011 at 05:33 PM
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Rat Man
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I still say scrolling maps are better for real-time arcade games.

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05-16-2011 at 07:46 PM
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vittro
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How about a room-based system where rooms are 4 times bigger than the screen size and scroll? :P

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05-16-2011 at 10:16 PM
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Rat Man
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Sounds good to me! I'm guessing we can all sign off on that.

You're a great programmer, by the way. Where'd you learn it all? I want to know because I want to learn myself and can't find a good enough tutorial online.

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05-17-2011 at 01:11 AM
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coppro
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Rat Man wrote:
Sounds good to me! I'm guessing we can all sign off on that.

You're a great programmer, by the way. Where'd you learn it all? I want to know because I want to learn myself and can't find a good enough tutorial online.
The best way to learn programming depends on what exactly you're trying to learn (do you want to learn computer science? to code games? to code systems? to have fun?) and how you learn best. If you'd like my advice, shoot me a PM (so as to ensure that this thread only gets mildly derailed instead of hurtling off a cliff).
05-17-2011 at 08:22 AM
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Briareos
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To be honest, physics like friction and, uh, mass are nice and all, but these days in games it's all about gravity and deformation... ;)

(Or perhaps fluid mechanics... :))

np: Mikkel Metal - Rain (Victimizer)

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05-17-2011 at 04:24 PM
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Rat Man
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Briareos wrote:
...but these days in games it's all about...
I can't say I'm for following all the trends like all the other zombies.

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05-17-2011 at 06:45 PM
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vittro
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Have some *procedural generation!
Also scrolling.

http://www.youtube.com/watch?v=JbsHwkbcJ-w

*poorly designed, horribly implemented, prone to errors, generically generic

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05-17-2011 at 10:01 PM
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Rat Man
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It needs a little work but you're definitely getting somewhere with it.

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05-17-2011 at 10:17 PM
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vittro
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Rat Man wrote:
It needs a little work but you're definitely getting somewhere with it.

I coded the generation in about 15 minutes :)
It needs a lot of work but I have many ideas for it.

I've made much better procedural generation tests in the past, but they're not suitable for a physics engine in terms of performance. You can see them here: http://www.youtube.com/watch?v=Ve0s8109Erg


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05-17-2011 at 10:23 PM
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west.logan
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The spontaneous generation looks very difficult to react to. You might consider either having them spawn a specific distance away from your character, and/or have them sit still for a few seconds after spawning before they begin to attack.

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05-17-2011 at 10:28 PM
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west.logan wrote:
The spontaneous generation looks very difficult to react to. You might consider either having them spawn a specific distance away from your character, and/or have them sit still for a few seconds after spawning before they begin to attack.

I assumed it was obvious that monster spawning, behavior and combat shown in the video was completely "debug" code.

I'm going to have roach queens for spawning, smell ranges to prevent stupid monsters, wandering monsters, pathfinding and so on in the final game. ;)

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05-17-2011 at 10:30 PM
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vittro wrote:
I've made much better procedural generation tests in the past, but they're not suitable for a physics engine in terms of performance. You can see them here: http://www.youtube.com/watch?v=Ve0s8109Erg
That's amazing!

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05-17-2011 at 10:33 PM
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west.logan
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vittro wrote:
I'm going to have roach queens for spawning, smell ranges to prevent stupid monsters, wandering monsters, pathfinding and so on in the final game. ;)

Aha, I see. Ignore me then! :)

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05-17-2011 at 10:34 PM
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05-18-2011 at 09:46 PM
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west.logan
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Very cool! This looks like a fun project.
Again, it doesn't look like a puzzle game any more, but some people might enjoy it as a hack-and-slash type of game.

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05-18-2011 at 09:52 PM
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