Archive for January, 2008

7DRL Challenge

A Seven-Day-Roguelike, as the name would suggest, is a complete roguelike game created in no more than seven days.

The 7DRL Challenge has turned into an annual event and this year the contest is running between March 8th and March 16th – I’ve been thinking very hard if I wish to enter or not, you’re allowed to leverage existing code/graphics and any framework or library code you might have lying around. The emphasis is after all, on creating and releasing a game.

Unfortunately during the week of the contest I have a full set of classes – But, if I manage to get hold of a laptop I might be able to find enough time to join the challenge…

I’ve got a couple of ideas for another roguelike similar to Caverns of Underkeep but about half the length and located in a different setting. I’d like to try out some changes to combat to make it a little more like some of the table-top skirmish games that are played with minatures.

I’ll see if I’ve got the time, otherwise I might just start on a new roguelike game in my spare time, independant of the contest.

More information on the 7DRL Challenge avalible at Temple of the Rougelike

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Caverns of Underkeep – The Road to Beta #2

Update for Caverns of Underkeep.

npcs.gif

I’m not an artist by any means so what you’re seeing is what I’d call passable programmer art. When you have no budget to hire someone you gotta do it yourself I suppose.

The images where made by first sketching on paper, and then taking a photo with a digital camera and loading it into Paint.Net – I then created a new layer and drew an outline of the original sketch. I couldn’t just use the original sketch as the pen lines where a bit messy and I drew the images on lined refil pad – Lesson learned.

I had to use a mouse to do the outlines, which was a bit hard and why the linework isn’t too smooth. If I plan on developing my artistic side a bit more I think I’ll have to invest in a graphics tablet.

Programming wise I’ve been reading up on PHP the last few days, so I can save game information into a mySQL database. I’d like to find out how many games of Caverns are being played and to what frequency the different character classes are being chosen etc.. I’m also going to start building the ‘Hall of Records’ soon which will be viewable in the town and will list high scores and other statistics.

The most frequent feedback I’ve received with regards to the game is that people really don’t like having to walk all the way back to town to sell their stuff – So I’ve added elevators. There’s one on every level (except for the last one) and you can travel between levels freely, provided you have already visited the level you want to travel to. This should cut down on commute times.

The date for the beta release is going to be fri 8th feb 2008.

I also want to start on a new project next month, I want to do something much shorter than Caverns – A two week project would be nice.

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Big Fish Games

So I created a game club account with BigFish Games today because I really wanted to play PuzzleQuest. Which is an unusual match3/RPG.

Yes, you heard right! A match3-RPG, who would have thunk it?

Not wanting to pay full price for the game, I thought I’d check out their game club. Which basically means if you join you only play $7.99 US for any game in their catalogue provided you buy at least one game per month for the next 12 months.

Now, I’ve bought quite a few games online before, but never from a major portal, so I wanted to see if there would be more on offer than the usual fare of casual-cutesy-crap.

Luckily, Big Fish actually do have a reasonable collection of games that I would actually pay money for, if you like point-and-click adventure games (and I do) then they have a number of them. But for some reason they put them in the puzzle->simulation category?

It’s a pity that the arcade->shooter category is looking pretty scrawny, but than again there are a few other indie game surprises scattered about throughout the catalogue.

So all in all pretty happy as $8 per game is pretty darn cheap.

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Random Name Generator Algorithm

I spent the morning creating a random name generator which will be added to the ‘create character’ section of Caverns of Underkeep.

I’ll explain how it works in a minute. But for now, here is an example list of names:

  • Yivha
  • Ilhalo
  • Xagloh
  • Pojlo
  • Xifei
  • Coxfo
  • Cedtiz
  • Digja
  • Emrapo
  • Aygoh
  • Omgez

So not bad, sorta could be real-made-up fantasy character names maybe. This is how the algorithm works:

First of all, I did a little bit of research reading about syllables on wikipedia

I decided to create two different name types – Those that start with a vowel, and those that don’t. For the names that start with a vowel I use the form VCC-VCV

Where C = consonant and V = Vowel

For names that start with a consonant I use the form CVC-CVC

In each case I randomly determine if the name length is 5 or 6 characters long. If the length is 5 characters, then I just leave off the last letter in the string.

Thats it!

Obviously it’s very simple and I don’t do any weightings against uncommon letters like x or z or anything like that. But it gets the job done :)

If anyone is interested the java source code is avalible here

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University Courses for 2008

This is a slightly off-topic post and probably belongs more on live-journal than on a site that’s supposed to be about programming computer games, but it’s my blog and I do what I like :)

In a little over a month I start uni again – I only have one semester before I graduate and these are like, my final classes at uni, ever.

  • MATHS 328 – Algebra and Applications
  • COMPSCI 350 – Mathematical Foundations of Computer Science
  • COMPSCI 369 – Computational Biology
  • COMPSCI 375 – Picture Processing and Analysis

And no, I don’t have a clue as to what Computational Biology is supposed to be about.

Here is the text from the course catalogue:

This course provides an overview of algorithms and scientific computing techniques in computational biology and bioinformatics. It provides a hands-on Introduction to topics including dynamic programming and string algorithms, Markov models, heuristic search algorithms, tree algorithms and modeling techniques with a focus on problems in biology including DNA sequence alignment and phylogenetic reconstruction.

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Freeware Game : Adventures in the Galaxy of Fantabulous Wonderment

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If you think the next installment of Caverns of Underkeep is taking too long – then you can blame it on Ben ‘Yahtzee’ Croshaw and his free Adventure / Space-sim Adventures in the Galaxy of Fantabulous Wonderment.

This game is a hybrid of sorts, with a well blended mix of genres that remind me just how cool some old-school adventure game hybrids really are. Favorites such as Superhero League of Hobokan and Quest for Glory (Both Adventure/RPG crossover games) rank very highly with me.

Adventures in the Galaxy of Fantabulous Wonderment is a comedy sci-fi – So if you loved the Space Quest series and want to have a bit of a chuckle at the many, many in-jokes and references to popular science fiction, including Star Trek and The Hitchhikers Guide to the Galaxy and don’t mind a bit of interstellar trading to fund your adventures in space. Then I would highly recommend Adventures in the Galaxy of Fantabulous Wonderment.

Best of all, it’s completely free. And while you’re at it be sure to check out Ben’s other games too.

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New title screen

caverns.gif

Some very cool person by the name of Christopher Barrett sent me this :)

Unfortunately it’s getting to the point where I’m starting to run out of room on the applet for people to thank, I might have to have an ‘additional thanks’ section on the Caverns of Underkeep webpage.

I’ve also been thinking about how to best record high scores… I’ve even been toying with the idea of only recording the names of people who actually finish the game and create a ‘Hall of Legends’ within the town. What do people think?

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Caverns of Underkeep – The Road to Beta #1

List of tasks that need to be completed before Beta 1.0 – Had a go doing some GUI work today, but I’m really bad at interface art. And unfortunately, because Caverns of Underkeep is a free game, my budget doesn’t extend to getting a professional to design the UI.

No target date for Beta 1.0 as of yet, will just try to get the game finished as soon as possible…

Priority 1

  • Implement global high score database.
  • Create Elevator on each level that allows you to go to any of the 6 levels.
  • Redo UI graphics.
  • Redraw NPC character portraits.
  • Auto display the first letter of the wordchest puzzle and remove the hints button.

Priority 2

  • Double Clicking item in the inventory should equip/use items.
  • Buy multiple potions at a time from the healer.
  • Add ‘curse’ spell to turn monster into doom bunny. Does not work on undead.
  • Draw Ogre for player character selection.
  • Add barbarian character class. +2 Str, +1 Endurance (cannot use magic.)
  • Add a couple new weapons and items and monsters and stuff.

Bugs to fix

  • Pressing ‘c’ to does not close spell book.
  • Can go overweight by buying items.
  • Fix shoot arrow animation algorithm (sometimes it’s a bit wonky.)

Is that everything? Or is there something that I’ve missed?

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Caverns of Underkeep – Alpha 2.2

Spent yesterday recording some new SFX at a friends place – Again we did the usual hit-stuff-with-other-stuff; Play with the midi keyboard and make stupid noises into the mic – We even employed the use of a six-year old child to do some squeeky noises. (Sadly they won’t be making it into the game, but it was quite amusing none-the-less)

And I spent today doing more tweeks to the Alpha 2.x series including adding the new sounds. There is probably more work to do in this arena but as I mentioned before, it’s the first time I’ve had a go at making SFX, and it can be quite difficult imagining what the sound is going to be like before it’s put into context with the rest of the game. I wonder if anyone has written some good articles on sound effects creation for games – Heck, movie SFX design is probably very similar.

What I have discovered though, is that you almost never want an actual recording of what you are needing a sound effect for, but rather, an idealised, representational version of the SFX in question – Or, something?

I’m pretty sure Alpha 2.2 will be the last in the Alpha 2.x series. I have to start to work on things which are a bit less trivial than just adjusting parameters and twiddling values. Look out for my road to beta updates, coming soon!

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Alpha 2.0 Updated

I’ve fixed a bunch of bugs and things, thanks to everyone for their feedback, keep it coming.

I guess it should really be Alpha 2.1 now, but I’m too lazy to update the version number on the title screen graphic, perhaps I’ll do that tomorrow.

Fixes include:

  • A nasty crash bug concerning a particlar magic item.
  • Halved the prices of all the items, so now you can actually afford to buy stuff at the begining.
  • Changed the weight of arrows to zero, so now you can carry as many of them as you want.
  • Made the equipped items count towards your carry weight (whoops.)
  • The healer in the healers shop actually heals you now :)
  • Doubled the speed that the mana regen staffs work.
  • + misc other stuff.

I’ve also recieved some good suggestions that will be compiled into my to-do list for Beta 1.0, I made the above changes because it they were fairly easy to do, and I figured people may as well have a better experience playing the game now rather than make them wait for the Beta version.

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