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RogueBasin

RogueBasin

Bay 12 Games: Dwarf Fortress 02/06/2019 Various consolidation and small moves to start the month. I traced accounts for embezzlement networks and smoothed out some rough edges there, and made sure the mercenary groups based on organized religions (as opposed to generic worship) functioned correctly. I also fixed some frequency issues with religions and updated the November update to temple profaning to make it compatible with upcoming religious strife. Ruining random temples no longer matters to the deity. In order to be cursed, the act must be against a god the offender worships, for some specific reason (how this manifests in post-worldgen is TBD, but at a minimum it can just check the worship of, say, a tantrumer -- curse one way, religious tension the other.) In order to avoid werebeasts and vampire curses exploding like popcorn during religious riots, something had to give, and in general, making the curse stories a little more personal seemed appropriate now.

Articles A Roguelike is usually described as a free turn-based computer game with a strong focus on intricate gameplay and replayability, and an abstract world representation using ASCII-based display, as opposed to 3D graphics. Of course, as with any genre, there are deviations from the norm. Roguelikes allow the player an indefinite amount of time in which to make a move, making gameplay comparable more to chess than to reflex-based games like first-person shooters. Since graphics are limited (if not completely shunned), the player's imagination must come into play - gameplay is more like reading a book than watching a movie. Of course, the best way to understand what Roguelikes are is to download and play one.--more-- Many Roguelikes are freely available online. Before their rise in popularity in the late 80s and 90s, the genre was dominated by the Major Classic Roguelikes: There are several other important places in the roguelike community that you should consider visiting: Announce new release

ScrollBoss Dungeon Crawl Stone Soup Dungeon Crawl Stone Soup is an open-source, single-player, role-playing roguelike game of exploration and treasure-hunting in dungeons filled with dangerous and unfriendly monsters in a quest to rescue the mystifyingly fabulous Orb of Zot. Read more… The Game Dungeon Crawl Stone Soup can be downloaded to play offline or played online on public telnet/ssh/websocket servers, thanks to our kind volunteer server admins. Have a look at the screenshot section! Latest News Latest Posts from our Blog Contact Stone Soup has an active community with a lot of places for discussions: In the Tavern, and on other popular web forums such as Bay 12 Games, Something Awful, and the DCSS subreddit, in several discords including the #dcss channel in the roguelikes discord, and in ##crawl on Freenode IRC. In the past, the GameSpite forum, and the usenet group rec.games.roguelike.misc also were used for discussion, but they have since fallen out of use. See the Credits.

Accidental Noise Library Due in part to the popularity of the game Minecraft there has been a resurgence of interest lately in the idea of a game set in a world made of cubes, constructed of 3D terrain filled with interesting things such as caves, overhangs, and so forth. Such a world is an ideal application for noise generated in the style of ANL. This example is a discussion based upon my earlier efforts at discussing this technique. (The linked article was later included in the April 2011 issue of Game Developer Magazine.) There have been a few changes to the structure of the library since that was written. In (Links to minecraft posts) I discussed using 3D noise functions to implement a Minecraft-style terrain. This system has the following abstract goal in mind: to be able to feed the system with the coordinate of a certain point or cell and be able to determine what type of block should be at that location. This is not to say that implicit methods are totally useless in these areas; that is not so.

Ripten Videogame Blog COLUMN: @Play: The Eight Rules of Roguelike Design ['@ Play' is a monthly column by John Harris which discusses the history, present and future of the Roguelike dungeon exploring genre.] Back in November, in the previous @Play column, I mentioned a number of proposed rules of roguelike design, and promised soon to describe them. It's taken a bit longer than I expected, but here they are. I call these rules for rhetorical purposes only. Maybe not to all roguelike games; some of these have to do with designing a good item identification system, for instance, and many of the more recent games do not use that. I use the term "reasonable play" several times here. f you're down to one hit point, even slight damage could kill you, and some games have items that do piddling damage, so don't do that either. Now, while a bad effect is active, it's possible for a previously out-of-sight monster to walk up and start hitting the player. Of course game design is not a science. So here is a list of eight rules. 1. Reverse example: Shiren the Wanderer.

More on Minecraft-type world gen Generating Worlds in a Minecraft-like Game With the runaway success of the game Minecraft, I've been seeing a bit of a resurgence of interest lately in the idea of procedurally generated worlds. I haven't played Minecraft, but I must admit that, judging from the youtube videos I've watched, it seems like it would be right up my alley, and I can certainly understand the desire to draw inspiration from it in some fashion. For the purposes of this post, I'm going to shoot for a world made of chunks, where each chunk is sized 128x128x128, and there is no practical limit on the size of the grid of chunks that can be generated on the X/Z plane; ie, the world is only 128 layers deep, but "infinitely" long and wide. But before I get started, I want to lay some groundwork. Implicit vs. An implicit procedural method is highly self-contained, expressible as a mathematical abstraction. An example of an implicit method would be using a Perlin noise function to generate a height map. Functions

GamesIndustry International Continuous Perlin Noise | Neuro Productions You probably know the situation. It’s 2 am and you can’t sleep because you’r thinking about the big questions of life: Why are we here? What are we here for? That last question kept me awake last night. public function perlinNoise(baseX:Number, baseY:Number, numOctaves:uint,randomSeed:int, stitch:Boolean, fractalNoise:Boolean, channelOptions:uint = 7,grayScale:Boolean = false, offsets:Array = null):void Anyway, here’s an example with the perlin source

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