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Teemu ready for testing
Written by Rogue Hut   
Saturday, 06 December 2008 00:01
Teemu is ready, only some minor details missing like level descriptions and maybe some game world interactions with new terrain tiles. I have an odd feeling now, because this will be my first game released in a long time and for a moment I was worrying how people will react to it when they may have certain expectations. Well, I can only blame myself for being such an ass with all that stuff about Kaduria and how it will become the next gen roguelike surpassing every major roguelike.

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Kids...
Written by The Chronicles of Doryen   
Saturday, 06 December 2008 00:01


Hehe I'm getting good at this :)
This is definitely the right way to do it as I would never have been able to get such good graphics without a real picture as back-up. It took me less than one hour to do those ones. Now I'll have to provide all those people with some cool medieval clothes.

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12/04/2008
Written by Dwarf Fortress   
Friday, 05 December 2008 21:00
1047. Let's see... materials for extracting/milk jobs (not that you can milk large creatures yet, but it'll be waiting nicely for that when I get there now), some cleaning of the poisoning code and the addition of materials to the injection special attack, so the material for venoms can now be specified properly (which is required for any future poison effects), and also the item use properties for each material when it comes to making armor/clothing/instruments/toys (that is, as clothing in the currently-released version seeks "soft" or "scaled" or "leather", etc. materials, which categories the material actually fits in can now be specified explicitly... it should probably figure some of this out from the basic material properties, but this was faster for now while still accomplishing the goal of getting all of the item-material considerations under the same umbrella).

It's been about a month since I last mentioned it, so the breakdown again is: 8 left of what I'm doing now, 250 worth of wounds and health care concerns, 29 on descriptions and some skill/att stuff, 65 on venom, 165 for map features, 260 for entity positions, 195 for squads, and 75 for random crap and tests. The squad and entity changes run together a bit as they both involve the military.

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Serialization part 4
Written by Rogue Hut   
Friday, 05 December 2008 03:01
There were two bugs in load game. First one was easy, I copy-pasted npc restoring code and there was old value from item restore loop so it tried to restore too many monsters. The second bug was a bit harder, but found when inspecting the load buffer size. I forgot to clear the std::string where data was stored before loading next piece of data, so the new data was added to the old string.

Load game seems to work now and I can concentrate on pathfinding routine.

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Evil Shall Rise
Written by The Angband webcomic   
Friday, 05 December 2008 03:01
Bake it, shaby.

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First male portrait
Written by The Chronicles of Doryen   
Friday, 05 December 2008 00:00



This seems to work for males too (sorry no clothes yet. I could have put him a dress from the female portrait but I'm not sure he would have enjoyed...). He still lacks personality, but I try to create the template from the most archetypal model as possible.

Also see the improved female portrait. Doing the male made me realize that the female has a neck slightly too long... I'll fix that soon.

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Planet Roguelike v3
Written by Rec.Games.Roguelike.Announce   
Friday, 05 December 2008 00:00
Hello roguelike addicts,
I was not very satisfied with the actual state of Planet Roguelike v2
- hard to maintain, authors list not displayed, and some other
misfunctions -, and after upgrading my Dotclear blog, I found that it
was possible to build something better and faster.
So please welcome the third version of Planet Roguelike. Now it has

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12/03/2008
Written by Dwarf Fortress   
Thursday, 04 December 2008 18:01
1048. Color variations and changes over time are done (for any tissue layer, from skin or muscle to the stomach to eyebrows or claws), and I've defined a new colored pattern definition for things like stripes and mottled patterns that can have more than one color at a time. So you could have your borgle's borgle fade from either their starting blue or starting red into a purple and green striped pattern gradually as they age, or something. Appearance modifier change rates are also done, so unit hair/nails can grow, or you could have your borgle's borgle grow thicker from age 10 years to age 15 years (it still can't be borgly to any degree). It only supports one start/end time at this point for growth rates, but today's changes are enough to go from having no facial hair for a human male at birth to having a beard start to grow after some years to having the beard gray slowly after a certain age is reached (with the color change being defined as a change at the root of more and more hairs rather than a fading of the color all around, as you might want for some other color changes). The length/color changes will matter for the descriptive paragraphs (which are up roughly after wounds in the countdown), and there can be all sorts of applications later on, from cultural entity rules to wrestling effects.

Now we are at the last 9 elements of the slow patch, which is really just a pile of small changes that were originally in 9 categories but have become something more loose than that. I'll decrease the countdown as I clear the list in ninths, rather than instituting a sub-countdown of 556 which is a larger looking number. These 9 shouldn't decrease any slower than it has been, nor any faster.

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