So who is actually interested in continuing the D.O.R.F reincarnation? I would prefer it if you were already fairly adept with python as this project is a bit more complicated than the original one.
EDIT: For everyone else who is not sure if they are up to task, try going through this tutorial. If you found it relatively easy and you completely understood it, you should be able to contribute.
And I were just reading this thread to see whats was up with it.
I'm interested by I must confess two things.
First: I have only a cursory experience with Python.
Second: I abhor languages that use white space for structure, its a personal pet peeve, I do not want to get into a flame war over it. It's just something that I personally have never really liked.
That said, tonight I'll have some time to pull down the code from git and check it out. See if there is anything I can contribute. Unfortunately all my experience is in ERP systems so I am unsure how much I could bring to the project.
Great, here is some homework for you to look over. Twisted Python libtcod
Word. I'm catching up on what the project's actual aims are, too.
My contributions will not likely be great, but I've been coding a great deal more lately than I ever have, so I'm actually in a better position to help than I was when the project started.
Second: I abhor languages that use white space for structure, its a personal pet peeve, I do not want to get into a flame war over it. It's just something that I personally have never really liked.
Yeah...probably don't want to work on a Python project then.
That said, tonight I'll have some time to pull down the code from git and check it out. See if there is anything I can contribute. Unfortunately all my experience is in ERP systems so I am unsure how much I could bring to the project.
The code that is on the repo posted earlier is in no way related to my current project. It's hosted on a separate github page and I haven't given it out to anyone other than Scott. Furthermore, it's really fucking old and not up to date of what is on my lappy.
The code that is on the repo posted earlier is in no way related to my current project. It's hosted on a separate github page and I haven't given it out to anyone other than Scott. Furthermore, it's really fucking old and not up to date of what is on my lappy.
Well then, I'll have to wait? Or just entertain myself with what was put down before.
I've been poking at making/helping with a game for so long its not funny. Python or not I think it deserves a look beyond my personal prejudices.
I've only got a handful of frontrowcrew.com changes, and then one other thing that is 90% done to finish up, then I'm good. I've just been busy/podcasting like crazy lately. Finally starting to get at least a few quiet days lately, like today for instance.
Here is the most current version of what I'm calling Blue-Harvest. The networking should be fully functional although you might need to fiddle with some router settings. In order to play it you need to run the server and then the client.
Some things that need to be looked into:
It lags, a lot. I'm still not sure if my methodology is correct, it seems like a hack using the loopingCalls to drive the server.
Some more networking tests need to be performed to see if other players leave graphical artifacts. Also the lag could be occurring during the rendering process, however I doubt it.
We need to make sure the networking framework is solid before we can continue.
As with the last project, I'm interested in contributing and will look into the project. I've got a bit of university work to do at the moment, though.
I realized that part of the lag is due to the fact that the local player is drawn only after it has been sent to the server and received in the updated objects list (herp derp). Moving and rendering the player locally will reduce the amount of lag the player sees of himself at least.
I'm in the process of moving the code to a C# environment. The python bindings for libtcod, which are generated by swig, are just too costly. For example, I get around 20 fps on my laptop running the python libtcod sample code, but 230 fps using the C# code. Of course, there is a difference between the machines which ran the code (ran the C# on my desktop), however, I don't believe the difference is enough to account for all, or even most of the performance gain. This is a known problem, but there are solutions.
However, it's not just the rendering code which can be a problem. Spending more and more time with Twisted, I don't think it's the right fit for the type of project that's being developed. C# has a much larger array of networking libraries, many which are specifically designed for game networking (lidgren might be a good fit).
As for the project design, I've pretty much got the basic idea designed to a solid point in my head. I'm fairly busy this weekend, but I'll try to write up some sort of design doc on the wiki for the overall goals. Scott should be much more available after this weekend so here's to hoping development speeds up in the next few weeks.
In the mean time watch this video of Pyromancer!, a game written in libtcod that is a pretty heavy influence for my game. Real quick one line of the game will be multiplayer pyromancer with aspects of Zelda Four Swords and puzzle action. I want to keep the action skill based and more action-adventure as opposed to RL combat.
Whoot! Something I have experience with! Well, C# that is.
I were looking at the code you have(had?) and the python was followable but I was definitely at a loss as to what to do next! Some goals to go towards would be the one thing I saw no one really quantifying yet.
You get the advantages of python and when things get too slow you write the bottlenecks in a speedier language.
okay, since python is one of the languages I don't have any experience in, what advantages?
I am being serious here, I honestly don't know much about python vs languages I am more familiar with more C and family.
While Python is slower than other more popular languages, it's easier to develop in. You don't need to worry about declaring your variables beforehand, the syntax is clear, you don't need classes and methods everywhere, memory usage is handled automatically, and it's generally just easier for people to write in especially as noobs.
Does this concept exist anymore? I see the DORF forum has been fairly idle for about a year.
I'm currently unemployed and plan to be so for like the next 14 or so months. This is a project I can put myself behind, although at a slightly lesser priority than projects which might make me money (none of which are computer based).
Goblin Camp sort of beat us. Feel free to revive the corpse and do with it what you wish. Open source FTW.
My current game making project that is not shit-talking is Turnflict. Basically it's an extensible platform for Advance Wars-like games. It will be architected in such a way that there can be a lot of variation on game modes and rules. Also, it will be possible to create a game client on any device connected to the Internet. In theory you should be able to take your turn no matter where you are or what device you have handy. I'm very likely going to be working on it all this weekend at Game Hack Day. I also have Monday and Tuesday off of work, so there will almost definitely be a minimum viable product running by next week. Feel free to fork on Github and send in pull requests if you write any code. I would wait until sometime later tomorrow to get started when the project will be in better condition.
I'll have to do a bit more research into Goblin Camp to see what they are providing (and what they aren't or don't plan to).
I've had some ideas but yes, I'd like to revive this project if other people are interested.
Have you investigated Goblin Camp to determine how many of your ideas are already covered?
I'm still interested mostly because I'd like to work on an emergent narrative system (similar to the event generation in DF that can be viewed in legends mode). Having a DF-like game as a platform for such AI would be helpful. I might be able to do that using the Goblin Camp code anyway.
Comments
Also, here are some Goblin Camp screenies for your enjoyment.
Looking good, by the way.
Twisted Python
libtcod
EDIT: For everyone else who is not sure if they are up to task, try going through this tutorial. If you found it relatively easy and you completely understood it, you should be able to contribute.
I'm interested by I must confess two things.
First: I have only a cursory experience with Python.
Second: I abhor languages that use white space for structure, its a personal pet peeve, I do not want to get into a flame war over it. It's just something that I personally have never really liked.
That said, tonight I'll have some time to pull down the code from git and check it out. See if there is anything I can contribute. Unfortunately all my experience is in ERP systems so I am unsure how much I could bring to the project.
My contributions will not likely be great, but I've been coding a great deal more lately than I ever have, so I'm actually in a better position to help than I was when the project started.
I've been poking at making/helping with a game for so long its not funny. Python or not I think it deserves a look beyond my personal prejudices.
Some things that need to be looked into:
However, it's not just the rendering code which can be a problem. Spending more and more time with Twisted, I don't think it's the right fit for the type of project that's being developed. C# has a much larger array of networking libraries, many which are specifically designed for game networking (lidgren might be a good fit).
As for the project design, I've pretty much got the basic idea designed to a solid point in my head. I'm fairly busy this weekend, but I'll try to write up some sort of design doc on the wiki for the overall goals. Scott should be much more available after this weekend so here's to hoping development speeds up in the next few weeks.
In the mean time watch this video of Pyromancer!, a game written in libtcod that is a pretty heavy influence for my game.
Real quick one line of the game will be multiplayer pyromancer with aspects of Zelda Four Swords and puzzle action. I want to keep the action skill based and more action-adventure as opposed to RL combat.
I were looking at the code you have(had?) and the python was followable but I was definitely at a loss as to what to do next! Some goals to go towards would be the one thing I saw no one really quantifying yet.
Neat video of that game.
I am being serious here, I honestly don't know much about python vs languages I am more familiar with more C and family.
1) Write your pseudocode.
2) Paste your pseudocode into Python compiler.
3) Compile.
BZZZZT!
BUMP.
Does this concept exist anymore? I see the DORF forum has been fairly idle for about a year.
I'm currently unemployed and plan to be so for like the next 14 or so months. This is a project I can put myself behind, although at a slightly lesser priority than projects which might make me money (none of which are computer based).
My current game making project that is not shit-talking is Turnflict. Basically it's an extensible platform for Advance Wars-like games. It will be architected in such a way that there can be a lot of variation on game modes and rules. Also, it will be possible to create a game client on any device connected to the Internet. In theory you should be able to take your turn no matter where you are or what device you have handy. I'm very likely going to be working on it all this weekend at Game Hack Day. I also have Monday and Tuesday off of work, so there will almost definitely be a minimum viable product running by next week. Feel free to fork on Github and send in pull requests if you write any code. I would wait until sometime later tomorrow to get started when the project will be in better condition.
I'm still interested mostly because I'd like to work on an emergent narrative system (similar to the event generation in DF that can be viewed in legends mode). Having a DF-like game as a platform for such AI would be helpful. I might be able to do that using the Goblin Camp code anyway.