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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 2008-11-13 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.

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