Visionaire RogueLike

  • #10, z afrlmeMonday, 07. November 2016, 16:48 hodinky 8 years ago
    To be honest I don't understand exactly what it means either other than they seem to be mostly pixel based, without much story & supposedly are really hard to beat. I think the term is kind of like, "what exactly does indie developer / studio mean to you?" because everyone will tell you something different, but anyway... here's the wikipedia article on rougelike.

    * edit: just read a little bit of the article. Says something about procedurally generated content (dungeons) & permanent death.

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  • #11, z LupaShivaMonday, 07. November 2016, 16:54 hodinky 8 years ago
    "Roguelike is a subgenre of role-playing video games characterized by a dungeon crawl through procedurally generated game levels, turn-based gameplay, tile-based graphics, and permanent death of the player-character" by wikipedia =P

    i was thinking in something a lot more easier, using a gun as an pickabble object with X ammos, clicking in the item and then on the enemy (moving to the player) would play dead animation and then hide enemy, something like manage resources.

    Fog is a way of hidding something to be explored and not in line of sight.

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  • #12, z LupaShivaMonday, 07. November 2016, 16:55 hodinky 8 years ago
    Actually i work a lot in pixels, and its with i am more confortable


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  • #13, z afrlmeMonday, 07. November 2016, 17:07 hodinky 8 years ago
    Hmm, by fog you are talking about focal points as in what can be seen by the player, based on where they are stood in a scene?

    Only issue I really see with your game is that scenes can only be a specific width &/or height in VS before you start having problems, If you used a lower resolution then you could probably get away with creating more rooms inside of a single scene.

    Quick note: you can actually force the current scrollable rectangle with Lua script, so it's possible to only show a specific section of a scene, but the section needs to at least be as big if not bigger than your default game resolution.

    Scenes["test"].SceneScrollableArea = {x = 0, y = 0, width = 640, height = 480}

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  • #14, z sebastianMonday, 07. November 2016, 17:58 hodinky 8 years ago
    I guess its doable when you try to make it look like the grimmrock or the older eye of the beholder games. 

    you could use a lua table which holds also lua tables inside (To get some kind of 2d array) 

    Lets say your 2d array has a dimension of 40*40 . Via an algorythm you now can assign randomly 1 or 0 to a field which indicates if the field is walkable or not. maybe this algorythm should consider the (up to)  8 surrounding fields, too, so that floors can be created and a connected "dungeon" as a result. 

    After that you may have a randomly generated grid with floors (1) and walls (0). 

    VS could read this table and displays -depending on your imaginary position on the map and your surronding values - the "fake 3D" dungeon walls and stuff. 

    you also could run another function to populate the floors with enemies or loot. . . 

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  • #15, z afrlmeMonday, 07. November 2016, 18:35 hodinky 8 years ago
    The problem though is still with the lack of destructible objects. Without that they would need to make sure each scene contains manually premade objects / items that can be activated with a command & positioned with Lua script.

    I dunno, I just think it would be a lot of work. In game maker studio for instance you can actually create the randomization code inside of each object you create & use a random value & the create object instance feature to create & randomly place objects, characters & enemies that contain randomized data easily into any scene. Think of it like the old 2D rpg tiles games or castlevania / super metroid in that you keep on generating multiple enemies like the respawning zombies in castlevania games.

    So, personally, regardless of how much I like using Visionaire Studio, I would instead consider what is the easier least time consuming option for making something like that & for me that would either be game maker studio or construct 2 (construct 2 is very similar to VS action parts & has scripting extensibility through javascript, but it's mostly limited to mobile platforms & html5 based games - I also don't know if it has destructible objects, but it's certainly worth looking into). On the other hand Game Maker 2 is out soon - or is already out & that would certainly be worth looking into. It's also easy to learn & has both action part type methods for creating games & its own scripting language which is pretty easy to understand as it has built in auto-complete & examples.

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  • #16, z LupaShivaMonday, 07. November 2016, 20:02 hodinky 8 years ago
    Wow ur level of coding is way ahead of mine lol looks interesting but complicated, Already know constructs a little, but i really like visionaire, and want to stick with one game tool, i think ill give it a try, at least ill learn some things with trial and error, and explore some more features in visionaire.

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  • #17, z ke4Monday, 07. November 2016, 20:17 hodinky 8 years ago
    Visionaire is great engine but it's designated for point&click adventure games. I would also suggest you to use Game Maker Studio 2, even though you don't know to use it right now, it's likely that you would start struggle with your game at some point in Vis since what you are trying to achieve is quite different from point&click games.

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  • #18, z LupaShivaMonday, 07. November 2016, 20:50 hodinky 8 years ago
    Yes i know that, i think ill stick with point and click games =) but honestly was curious if it would be possible.

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  • #19, z LupaShivaMonday, 07. November 2016, 20:51 hodinky 8 years ago
    Yes i know that, i think ill stick with point and click games =) but honestly was curious if it would be possible.

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  • #20, z sebastianMonday, 07. November 2016, 20:55 hodinky 8 years ago
    Yeah, go ahead and try it with VS ^^. Nothing is teaching someone more than testing out the boundaries smile
    Hope it somehow works for you in VS. Good luck

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