Pocket Dungeon Virtual (Version 2!)

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Pocket Dungeon Virtual (Version 2!)

Postby thade » Mon Jan 17, 2011 3:40 am

There's been a lot of talk about a game called Pocket Dungeon lately. I'm pretty sure only a few of you have heard, but I've begun production on a game based on pocket dungeon. It won't be entirely the same (Doors are really hard to make :) )

So here's the deal: I need Ideas. I need people to test this thing. I may need some help with graphics, and if anyone knows GML, I may need help with code.

Here's the link to the first Semi-Functional version of the dungeon generator.

Here's the link to the second version, with a character that moves in realtime.

Please report any bugs, It's not supposed to be perfect, and it doesn't work quite right, but I'm refining the code. It needs to divide into chambers better.

Also, there's two ways I can do the combat system: Good old rougelike turnbased, or realtime. Realtime is actually easier to do, but it may not be very rougelike-y. I have been wanting to do a realtime rougelike for a while now.

Please discuss.
Last edited by thade on Mon Jan 17, 2011 11:48 pm, edited 1 time in total.
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Postby Olothontor » Mon Jan 17, 2011 10:39 am

I'd definitely be willing to pitch in on the graphics (map packs with varying tilesets would be really cool, I think), as well as ideas.

As for the combat system, it all depends on how far you're willing/want to stray from the original game. Realtime would, as you said, be very far from PD and it's rogue-like predecessor, but would be an easier code system.

Obviously each combat system has its own ups and downs, and stylistically they vary greatly. You should make this decision as soon as possible, before you code the rest of it, because a decision like that will really affect almost every aspect of the game.
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Postby thade » Mon Jan 17, 2011 3:25 pm

Okay, Megaresponse time!

Olothontor wrote:I'd definitely be willing to pitch in on the graphics (map packs with varying tilesets would be really cool, I think), as well as ideas.

Yeah, That'd be great, thanks. I think I might be able to do the custom maps, I know theres a command for changing resources.

As for the combat system, it all depends on how far you're willing/want to stray from the original game. Realtime would, as you said, be very far from PD and it's rogue-like predecessor, but would be an easier code system.

Obviously each combat system has its own ups and downs, and stylistically they vary greatly. You should make this decision as soon as possible, before you code the rest of it, because a decision like that will really affect almost every aspect of the game.

That's what I'm worried about. Still trying to decide. I think I'll try it in realtime, and see if it feels too weird.




Robot Monkey wrote:So it just generates dungeons?

Will there be actual gameplay at some point?

Right now, it just generates dungeons, yes. There will be combat soon. Keep in mind, I haven't been working on this for very long, and I can't devote all my time to a side project that I'm doing just for fun.
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Postby thade » Mon Jan 17, 2011 5:28 pm

okay, fixed a couple problems, working on adding the player.

Does anyone know how many seconds are in a round? That'll help immensley if I'm doing realtime.
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Postby Ross_Varn » Mon Jan 17, 2011 6:08 pm

About 4, from what I've read.
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Postby thade » Mon Jan 17, 2011 6:12 pm

okay, thanks.

How does that help, you may ask?

Movement Speed (Realtime)= movement speed (in rules)/4

there's probably a 30 in there, but I need to write it out to decide. I'll do that later, gotta go now.

EDIT: Okay, the magic number is 4 pixels per second, or .13 pixels per step.

Player movement speed is 1 tile per turn.
1 turn=4 seconds.
1 tile=16*16

16/4=4 pixels per second. That sounds right, but mental math has never been my strong point.

Also, I accidently told it to create a player object every step. That's 30 players generated every second. The FPS was at 6
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Postby Olothontor » Mon Jan 17, 2011 7:28 pm

6 seconds to a round is the D&D and Pathfinder standby, if you wanted to use that alternatively.
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Postby thade » Mon Jan 17, 2011 8:12 pm

I might, I'll see how 4 goes first.
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Postby Robot Monkey » Mon Jan 17, 2011 9:18 pm

So once it's all finished, will I have to re-download it?
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Postby thade » Mon Jan 17, 2011 11:14 pm

uhh... yeah. no autoupdate.

EDIT: New version up.

Click here to download the newest version.

I also edited the OP, an I'll keep doing that with each new update.

This version fixes a couple minor bugs, and introduces a character (yes, I know it looks like a roomba). This is primarily a test of the realtime movement, so tell me what you think of it.

Also, oloth, could you possibly help de-roomba-fy the character please?
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Postby Robot Monkey » Tue Jan 18, 2011 6:29 pm

Hrmm, looks interesting...

EDIT:

YES!
Great job!
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Postby thade » Tue Jan 18, 2011 7:15 pm

Thanks, but what I want to know is whether or not it feels too un-rougelike
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Postby Lt. Krus » Tue Jan 18, 2011 8:39 pm

Yea man, your files are spiked with cookies :(
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Postby thade » Tue Jan 18, 2011 11:18 pm

Lt. Krus wrote:Yea man, your files are spiked with cookies :(


Whuh?
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Postby Keldoclock » Wed Jan 19, 2011 12:11 am

COOKIES. Things that track you. They're in your downloadz.
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