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vittro
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icon A DROD-clone idea I have (+3)  
It's been a while since I've developed any kind of game, and I'm feeling that need of "accomplishing something", so naturally my brain is constantly thinking about new ideas for mechanics.

After the DROD Roguelike Project I thought I was done with DROD-related games, but today I had an idea which I think is interesting.

In short:
- Tile based game
- Turn based game
- Behaves like DROD/Wonderquest/Voligner
- Unlimited undo
- Certain elements aren't affected by undo-ing

So this could be actually described as the offspring between DROD and Braid.

I'm going to probably have two "undo" keys:
- A regular "undo" key, that can only be used once (a-la DROD)
- A time machine "undo" key, that can be used as many times as you want

The regular undo key would affect every element in the room, while the time machine undo key would affect every element except some elements marked in the editor, or that are upon a special terrain, etc.

I'm actually thinking that a steampunkish time machine would be a great justification for the mechanic. The main character has this time machine that can be used to rewind time, turn by turn.

There would be time-resistant terrain where elements cannot be brought back in time, or some special critters/characters that aren't affected by the space-time continuum. The player itself could drink potions to get affected/unaffected.

Now things start to get interesting. I'm going to make an example with common DROD elements. Two roaches are one after the other, walking in a straight line towards the player. One of the roaches is standing on a time-resistant tile, the other one isn't. The player decides to rewind time for one turn, causing both the roaches to be on the same tile at the same time.

This could have a lot of interesting repercussions, here are some ideas:
- This would create a paradox, making the room collapse on itself, killing the player
- Elements could have special behaviors for "merging", for example the two roaches would give birth to a super-roach
- In a simple manner the time-resistant roach would survive while the time-traveling roach would die

Additional thought-provoking questions and ideas:
- Would the time rewind undo use a turn when the player is unaffected by time traveling? Would it behave like normal undo, thus moving the player in the previous location, when he is in his normal state?
- After rewinding, would doors be opened/closed again if the element which struck an orb is time-resistant and isn't there to strike the orb anymore?
- A puzzle example could be leading a regular roach in a certain path, then releasing a time-resistant roach queen and rewinding time to make the roach behave as a "bridge" for the queen and bring her in some otherwise inaccessible alcove

What do you think? Do you feel like this idea has some puzzle potential?

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[Last edited by vittro at 03-06-2012 08:35 PM]
03-06-2012 at 08:28 PM
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03-06-2012 at 08:32 PM
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vittro
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Doesn't deserve a new thread but I'm making progress...

http://www.youtube.com/watch?v=SjGy2RqtcHg

Breathing and blinking roaches in a totally from scratch tile-based engine that allows infinite entity stacking on tiles and very easy creation of new elements.

While the video was uploading, I added a fully working Beethro + sword and a Guard that chases and kills you but doesn't rotate yet.

Oh also, unlimited room size with camera zoom and pan.

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[Last edited by vittro at 04-18-2012 05:14 PM]
04-18-2012 at 05:13 PM
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Blondbeard
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Nice :-)
04-19-2012 at 05:31 AM
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The spitemaster
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Looks like Life.

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04-19-2012 at 06:50 AM
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vittro
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icon Re: A DROD-clone idea I have (+2)  
http://www.youtube.com/watch?v=pFLO5NToaYg

138x33 tiles room, every tile updated every turn, no slowdowns.
Wall auto-tiling (brute forced... phew!)
Controllable Beethro (cannot die yet)

Just finished implementing broken wall (which auto-tile and connect with normal walls) - not shown in the video though

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[Last edited by vittro at 04-19-2012 06:09 PM]
04-19-2012 at 04:24 PM
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Syntax
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That's excellent! (but would hate to optimise it :))
04-22-2012 at 10:38 AM
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vittro
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http://www.youtube.com/watch?v=oZiUJUQp2WQ

Added doors and orbs
Added broken doors (can break them with sword when they're closed)
Added door autotiling

Added "primitive" guards and stalwarts (they work fine but don't avoid stabbing their mates yet)

Added modular humanoid sprites (body + head + hands + cape + any number of accessories)

--- Just finished implementing trapdoors (not in video), going to sleep now.

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[Last edited by vittro at 04-23-2012 11:04 PM]
04-23-2012 at 10:19 PM
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vittro
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icon Re: A DROD-clone idea I have (0)  
No video for today, but I've completely written the entity engine from scratch.
I was using an inheritance model, now I'm using a composition model.

This means that entities are composed of small objects that deal with a certain part of logic/drawing and are mostly independent.

As an example, the player object has a "CanDropTrapdoors" component. It allows the player to drop trapdoors, and even handles the logic to transform trapdoors into pits.
What if I want roaches that can drop trapdoors? With my previous model, I had to create a separate roach class with the ability to do so.
With the new entity engine, I can just attach a "CanDropTrapdoors" component to any roach to make it able of dropping trapdoors.

In practical terms, I could have a "Granary" tile, full of food which roaches love. If a roach steps into a granary, it eats and becomes fat, increasing its weight. It is now able to drop trapdoors.

I've also added a battle key to smite dem roaches quickly.

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[Last edited by vittro at 04-25-2012 11:00 PM]
04-25-2012 at 10:59 PM
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vittro
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icon Re: A DROD-clone idea I have (+2)  
Give my pre-alpha engine a test!



Download link

Requires .NET Framework 4.0

---

W = Move north
S = Move south
A = Move west
D = Move east
Q = Move northwest
E = Move northeast
Z = Move southwest
C = Move southeast
Left/right arrow keys = Swing sword
Left Ctrl = Battle Key

R = Generate new level

---

Elements in this build: wall, broken walls, roaches, player, diagonal squares, orthogonal squares

---

Questions:
Does the game run fast for you?
Is there any bug/crash?

Thanks for testing.

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[Last edited by vittro at 04-27-2012 04:53 PM]
04-27-2012 at 04:52 PM
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vittro
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icon Re: A DROD-clone idea I have (+2)  
Made some more progress and a dev video explaining what the game is and how it works (in short, obviously).

http://www.youtube.com/watch?v=ui5wl6D_xWk

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04-28-2012 at 05:22 PM
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mrimer
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icon Re: A DROD-clone idea I have (+1)  
This looks like it's turning out to be a neat project. Please keep it up!

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04-28-2012 at 05:51 PM
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vittro
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mrimer wrote:
This looks like it's turning out to be a neat project. Please keep it up!

Thank you, I will try to keep it up as long as I can.

I made a lot of additions today, I will make a video for them tomorrow:
* Added orbs, doors, broken doors (they were never created for the component-based engine)
* Orthogonal squares, diagonal squares, trapdoors can now be toggled/enabled/disabled by orbs
* Major improvements to the editor (parameter setting/copying/pasting, entity copying/pasting)

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04-29-2012 at 12:46 AM
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vittro
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Lot of work today:
* Force arrows (can also be turned on/off)
* Parameters displayed directly on editor tiles
* Can now rotate entities in editor
* Saving/loading completely written from scratch, now saves hold structures composed by multiple levels and multiple rooms!

Tomorrow I will make the player be able to walk from a room to another. Going to sleep now :)

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04-30-2012 at 01:14 AM
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vittro
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Here's a new video!

http://www.youtube.com/watch?v=W0jJk-uHahQ

It contains all the additions mentioned in the previous posts, plus green doors and green sister gates. Have fun watching and feel free to suggest cool element/mechanics ideas!

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04-30-2012 at 11:19 PM
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vittro
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No video for today, but...

* Added red doors
* Added pressure plates
* Added scrolls
* Added blue doors
* Added undo and restart room functions
* Player can now die
_____

Even more stuff today!

* Added roach queens (their spawn timer can be set as a parameter to allow non-spawning queens and faster-spawning queens)
* Improved hold saving and loading
* Fixed pressure plates not being pressed when things spawns on them (they were only being pressed when things moved on them)
* Fixed red doors opening after monsters (monsters had to wait a turn to move over the newly opened doors)

--- ANALOGIES/DIFFERENCES FROM DROD
* Arrows, orthogonal squares can be turned on/off
* Pressure plate order should work correctly (if monster movement is in the right order then a monster will be able to step on a door opened that turn)
* Roach queens can spawn on arrows and open doors (I think this is more intuitive, I will probably add a special "no-spawn" field)
* Roach queens spawn eggs even in the tile they just left (I think this is more intuitive)


____


Also, just for fun, I created a level with 100x100 room size and chased a 5-turn-spawning queen for one hundred tiles.

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[Last edited by vittro at 05-04-2012 03:54 PM]
05-03-2012 at 10:35 PM
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Syntax
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Extremely impressive stuff as always! Not done any gfx coding for years but your work here makes things look easy :)
05-05-2012 at 04:15 PM
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vittro
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* Added tunnels (can be facing diagonally) (any entity, adding a simple tag, can use tunnels)
* Any entity can now drop trapdoors by simply adding a tag
* Added rectangle-editing mode in the editor (can place stuff like in DROD editor)
* Added boosters (an alternative to tunnels, non-solid, usable by any monster)

--- ANALOGIES/DIFFERENCES FROM DROD
* Arrows, orthogonal squares can be turned on/off
* Pressure plate order should work correctly (if monster movement is in the right order then a monster will be able to step on a door opened that turn)
* Roach queens can spawn on arrows and open doors (I think this is more intuitive, I will probably add a special "no-spawn" field)
* Roach queens spawn eggs even in the tile they just left (I think this is more intuitive)
* Tunnels only work when an entity moves in their exact direction (I think this is more intuitive)


____


I don't know what to add right now :p
Should I focus on refactoring the current code or come up with some cool unique elements?

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05-07-2012 at 05:07 PM
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mrimer
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This is great!
vittro wrote:
I don't know what to add right now :p
Should I focus on refactoring the current code or come up with some cool unique elements?
This is a good time to refactor code. Later, it will be that much easier to add new elements.

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05-07-2012 at 11:11 PM
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vittro
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I'm still working on this :)


* General code refactoring and optimization
* Added water
* Added trapdoors on water
* Trapdoors can be set as cracked (monsters and sheated humans will drop them)
* Added oremites
* Added cracked and broken orbs (orb health can be set in the editor)
* Added hot tiles (turns it take to burn an enemy can be set in the editor)


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06-01-2012 at 05:50 PM
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vittro
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icon Re: A DROD-clone idea I have (+4)  
As an attempt to make the game unique compared to DROD, I got inspired by WonderQuest's character party swapping and created something similar, yet very different.

Architects can now place weapon tokens on the ground, that instantly change the weapon of any eligible entity (player, guard, stalwart, etc) to the one decided by the architect.

To test this, I've implemented three weapons:
*Really big sword: made of metal, heavy
*Short sword: made of metal
*Wooden sword

Weapons made of metal are affected by oremites, wooden weapons aren't.
Heavy weapons let their wielders drop normal trapdoors. Light weapons let their wielders only drop cracked trapdoors.

I've also added a troll monster (its behavior is not final, though), that works as a "dumb guard" (no pathfinding, but wields a weapon).

I've tested the weapon tokens' behavior and it seems to work properly.

This element is important, in my opinion, because it greatly expands possibilities, like shallow water in DROD4 or party members in WonderQuest.

I'm planning to add other weapon types, here's some ideas I have:
*Staves: cannot kill enemies, heavy, cannot damage cracked orbs, cannot destroy walls
*Axes: heavy, cannot strike orbs, cannot destroy walls
*Maces: heavy, instantly destroys orbs, can weigh down pressure plates

And so on. I will also probably add special behaviors for some unique weapons, maybe only-usable by the player. Jax's sprint in WonderQuest comes to mind, that could be added to a spear weapon.

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06-02-2012 at 03:22 PM
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Ooh! This sound very interesting!

Perhaps, once you have reasonably finished your project, you could let people test it? Maybe even release it as a full game?

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Check out the DROD Wikia project here!
06-02-2012 at 03:56 PM
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vittro
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http://www.youtube.com/watch?v=Anwnk9U4mjU

Shown in video:
* Pathfinding!
* Brains
* Stalwarts
* Friendly roaches and roach queens vs roaches and roach queens
* Oremites

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06-15-2012 at 07:12 PM
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Looking most awesome, can't wait to see the finished product:)
06-15-2012 at 09:03 PM
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mrimer
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Great accomplishment, vittro! I liked watching the battles between friendly and enemy roaches. Neat idea!

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Gandalf the Grey. That was my name.
I am Gandalf the White.
And I come back to you now at the turn of the tide.
06-15-2012 at 11:45 PM
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vittro
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No updates to the game yet, but I've written a blog post regarding 2d world procedural generation, which was used in my DROD Roguelike clone. It could be useful to someone, so here it is.

It's full of pictures and videos (also about DROD Roguelike), check it out! :)



http://veegamedev.wordpress.com/2012/08/23/2d-procedural-world-generation/

---

The source code of both DROD Roguelike and my DROD Clone is available on my GitHub page, along with the resources needed to compile it. It is written in C#, using SFML.NET.

You can find it here https://github.com/SuperV1234

---

I'm planning to write a post about the DROD Clone sooner or later, so stay tuned! ;)

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[Last edited by vittro at 08-23-2012 03:11 AM]
08-23-2012 at 03:11 AM
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