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C Roguelike game

Name: Anonymous 2008-11-12 14:43

I've started to code a simple Roguelike game in C but shit tough. First, I'll have to learn to use fucking ncurses. Not that difficult, next step: write the fucking game engine. A shitload of algorithms ( from fucking Dungeon generation to Pathfinding through evolving AI...and worst thing is some shit requires compression algorithms as well ). After I get this shit done, a harder quests will start: class system, quest system and battle system.
I've tried to read some RL games sources but shit is either obsolete ( I've seen inline ASM snippets ) or long as fuck ( Nethack's source...and it's pretty tough to understand, as well )
Can you RL programmers tell me where to start? I feel lost.

Name: Anonymous 2008-11-12 14:44

pygame

Name: Anonymous 2008-11-12 15:01

    initscr();
    cbreak();
    noecho();
    nonl();
    intrflush(stdscr, FALSE);
    keypad(stdscr, TRUE);

Name: Anonymous 2008-11-12 15:01

>>1
Sad to say
>>2
is correct -- unless you really want to code ground up several man-years worth of stuff, you want to find libraries that do the general game-ish stuff, and then you only have to write the bits that make it your game.

Whether you do that or not, you start by sketching out some idea of what parts there are in the program, what they do & how they affect each other.  Then you can start mapping those interactions to function calls, writing the interfaces and stub routines, and getting the big picture structure right. 

At that point you have divided, and can start to conquer, filling in each function.  Of course may need to repeat the divide and conquer process inside some of the "bigger" parts; but that's the way the cookie crumbles.

Name: Anonymous 2008-11-12 15:03

Read PAIP.

Name: Anonymous 2008-11-12 15:22

>>1
shit is obsolete
long as fuck

Congrats, you just described C.

Name: Anonymous 2008-11-12 15:45

>>5
Read RAPE.

Name: Anonymous 2008-11-12 17:35

Write it in Prolog.

Name: Anonymous 2008-11-12 17:41

Write it in Java

Name: Anonymous 2008-11-12 18:08

smydhack is a good beginner tutorial

Name: Anonymous 2008-11-12 18:22

>>1
In what way is ASM obsolete?

Name: Anonymous 2008-11-12 18:29

>>11
Non-portable code has been obsolete for ages.

Name: Anonymous 2008-11-12 18:50

>>12
What I was meaning to say is that it still has its uses.
Granted, many of us /prog/gers will never have to write any,
but i've written programs for microcontrollers and ASM was
necessary to save space.

Name: Anonymous 2008-11-12 18:54

>>13
Unless >>1 intends to port his RL to a microcontroller, he's not going to require any assembly knowledge.

Name: Anonymous 2008-11-12 19:41

>>14
Microcontrollers was an example of inline assembly use, not a suggestion for a target platform

Name: Anonymous 2008-11-12 19:44

Name: Anonymous 2008-11-13 1:30

A truly disturbing amount of thought has been put into this subject.
Here's a good corpus of material to work with:
http://roguebasin.roguelikedevelopment.org/index.php?title=Articles

Name: Anonymous 2008-11-13 7:31

if the nethack source is hard to understand then you shouldn't be aiming too high and trying to write a rogue-like game, try something easier first

if people who don't even code games can read nethack source just to cheat and learn nethack then you should be able to if you want to write a 'clone'

Name: Anonymous 2008-11-13 8:54

>>18
The NetHack source IS hard to understand -- try deciphering their dungeon generation code, it's completely impossible!

Name: Anonymous 2008-11-13 9:56

>>19
nothing is impossible, not if you can imagine it

Name: Anonymous 2008-11-13 13:51

>>20
I can, with no great trouble, imagine levitating myself.  Translating into practice -- there's the rub.

Name: Anonymous 2008-11-13 14:30

>>4
I'm writing the game manual to get a clearer view of the matter. I'll start doing that, thanks for the idea.
>>5
I surely will.
>>9
I don't see a need for fucking up my code,
>>17
Already read that, didn't help me a lot but made a good start indeed
>>18
see >>19 , also cheating in Nethack sucks. No, I don't write a Nethack clone, I want to write an original game structured like Nethack ( a roguelike game ). Probably I could understand it but it would take several hours ( it's not a single file ).

Also, I'm moving to SDL + SDL_ttf. SDL can run on several platforms and even not being as portable as Ncurses is a pretty versatile library. C+SDL is always more portable and efficient than Pygame, anyway. Since I'm writing this app to kill time and to enhance my skills I don't think FIOC would be a good choice.

I'm thinking about moving to C++ for an OOP approach but I see no need for classes, abstractions and constructors for a RL game.

If the project becomes big I'll write down some network code for a multiplayer mode.

Name: Anonymous 2008-11-13 15:31

moving [from Ncurses] to SDL + SDL_ttf
Fail.

Name: Anonymous 2008-11-13 16:10

SDL instead of ncurses
efficient
?

roguelike
efficient
?

roguelike
I see no need for an OOP approach
?

C
I'm writing this app to kill time
At least that makes sense

Name: Anonymous 2008-11-13 17:08

>>22
O lawd, why C?

Name: Anonymous 2008-11-13 17:22

I'm thinking about moving to C++ for an OOP approach
http://www.codeproject.com/KB/cpp/OOC.aspx

Name: Anonymous 2008-11-13 17:47

>>24
I'm thinking about moving to C++ for an OOP approach
You're fucking stupid, Anonymous-san.

in before I TROL YOU XD

Name: Anonymous 2008-11-13 17:55

BEGIN_TROLL_RATINGS

    TROLL_RATING( >>26, 7, 10 )

END_TROLL_RATINGS

Name: Anonymous 2008-11-13 18:38

>>22
I want to write an original game structured like Nethack ( a roguelike game ). Probably I could understand it but it would take several hours ( it's not a single file ).
Congratulations, Anonymous!  You have lost all your credibility, either as a believable troll, or as somebody actually trying something real.

Now go DIAF.

Name: Anonymous 2008-11-14 17:17

>>22
I'm moving to SDL + SDL_ttf
Good idea, but then please make a Unicode roguelike.

C+SDL is always more portable and efficient than Pygame
Bad idea. Why the fuck are you going to waste your time like this for a roguelike of all games? You can implement this thing in Tcl and it'll be far faster than enough. (In fact, some are implemented in Tcl.) Use Python+Pygame (which uses SDL underneath) or whatever you fancy; go for features and comfort, not after --fomg-optimized. Concentrate on your game, not on inline assembly inner loops.

Since I'm writing this app to kill time and to enhance my skills I don't think FIOC would be a good choice.
0/10

Python allows you to exercise far more skills than C, develop far better abstractions, and work far nicer and more conceptually nice. Python is about functors, about coroutines, about decorators. C is about luk I save 36 CPU cycles looool. In fact, if you want to exercise more skills, consider even Lisp (PLT Scheme, maybe) or Haskell.

I'm thinking about moving to C++ for an OOP approach but I see no need for classes, abstractions and constructors for a RL game.
Nooo, faggot! Now you want objects? Use Python or Smalltalk then! Why would you want all the immense stinking failure and mess that C++ is? And you don't even want classes? Then try Self, Io, whatever, but the last part really made me RAGE. You always need abstraction. If you want to write shitty code use QBasic. Otherwise, work properly.

Name: Anonymous 2008-11-14 17:31

>>30
go for features and comfort, not after --fomg-optimized.

Fuck yeah, why not go for bloat?
Also, troll.

Name: Anonymous 2008-11-14 17:36

>>30
Also, fags like you find pleasure in insulting the godly language C, while forgetting that the interpreters for your toy FIOC (or Haskell or whatever) were actually written in C.

Name: Anonymous 2008-11-14 17:39

>>31
Go back to developing anonix.

Name: Anonymous 2008-11-14 17:49

>>32
Actually, the GHC haskell compiler/interpreter is written in Haskell, though the runtime is written in C.

Name: Anonymous 2008-11-14 18:17

>>30
In fact, if you want to exercise more skills, consider even Lisp (PLT Scheme, maybe) or Haskell.
Extra bonus: speed.

Name: Anonymous 2008-11-15 5:04

>>32
Actually, the C compiler is written in C, though the runtime is written in Assembly.

Name: Anonymous 2008-11-15 5:58

http://sourceforge.net/projects/tprf/

Start with this and build it up. It should be easier than C, since you don't seem to understand anything about C.

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