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				The Veins of the Earth
				Posted: Tue Jun 18, 2013 7:31 pm
				by Zireael
				I am creating a d20-derived Underdark-themed module for T-Engine.
***
Requires T-Engine 1.0.4
Contributors:
 •Sebsebeleb
 •Zireael
 
Key features:
Based on the OGL license
If you've ever played any of the games released on the Open Game Licence, whether computer or tabletop, you will find many things familiar. Same if you played any AD&D-derived games (Baldur's Gate, Icewind Dale, Angband)...
Tiles
The game uses freely available tiles which have been used in several Angband variants, so they are tried and proven.
Tooltips
Don't know what that spell or ability or monster is? Just mouse over it. Lots of readily accessible info for the player.
Help
Still stuck? Press F1 or H.
Turn-based
You make your action and enemies take theirs.
Grid-based
In true roguelike spirit.
You can download it from 
http://www.moddb.com/mods/the-veins-of-the-earth.
README, issue tracker and wiki available at 
GitHub. 
Feedback and contributors welcome!
--------------------------------------------------------------------------------
Thanks to:
 •Grey and DarkGod for coding help
 •Zonk for brainstorming
Name changed due to someone pointing out Underdark is considered PI.
P.S. Kudos to Grey for pointing me towards here and for helping me register.
 
			 
			
					
				Re: Underdark roguelike
				Posted: Tue Jun 18, 2013 9:35 pm
				by darkgod
				OH YES PLEASE! I love underdark ! Please please please do it ! 
For the code you can check tome2 port but also tome4 
AS for rolling a dice, it's 
Not sure what you mean but bonuses; Like how to represent 3d4+7 ?
Simply do rng.dice(3,4)+7
PS: you can also join us on #tome on irc.rizon.net
 
			 
			
					
				Re: Underdark roguelike
				Posted: Wed Jun 19, 2013 5:58 pm
				by Zireael
				Started working. 
Chargen front works, but I'm running into a consistent problem with inventory slots.
Once I get it under control, I'll work on rolling attributes.
			 
			
					
				Re: Underdark roguelike
				Posted: Thu Jun 20, 2013 2:48 am
				by Grey
				Big piece of advice: start small. Do a really really simple game with 3 enemy types and 2 classes and a single 5-level dungeon. Actually start even smaller than that. Your Underdark ideas sounds big, but if you leap in headfirst I guarantee you'll make serious mistakes that could stall the whole project. Think of a really simple game idea and make it first, maybe in one weekend. After that you'll be much more prepared for taking on something bigger.
Build modularly too. ToME4 started with a fraction of its current classes, locations, items, etc. Start small, add bits at a time.
			 
			
					
				Re: Underdark roguelike
				Posted: Thu Jun 20, 2013 7:28 am
				by Zireael
				Grey wrote:Big piece of advice: start small. Do a really really simple game with 3 enemy types and 2 classes and a single 5-level dungeon. Actually start even smaller than that. Your Underdark ideas sounds big, but if you leap in headfirst I guarantee you'll make serious mistakes that could stall the whole project. Think of a really simple game idea and make it first, maybe in one weekend. After that you'll be much more prepared for taking on something bigger.
Build modularly too. ToME4 started with a fraction of its current classes, locations, items, etc. Start small, add bits at a time.
I know. Right now, Underdark is just the example module with 3 classes and 3 races and an inventory system pasted on.
My notes look like that:
- fix brainfarts from yesterday
- randomize attributes in base
- make chargen choices matter a little bit (hit dice, infravision)
- tweak the kobolds to have D&D stats
- go kill some kobolds to see if it works
...- add an item or two to see if classes work
- add a talent or two just to see how they work
Modular building is great - I can start from 2 classes and gradually add more...
 
			 
			
					
				Re: Underdark roguelike
				Posted: Thu Jun 20, 2013 6:01 pm
				by Zireael
				If there's anyone interested in helping me out in their free time, I could make use of my Github. Any contributors will be duly noted and mentioned in the readme/on the site.
What I have so far:
- working char gen (gender, race, class)
- working char sheet (name, race, class, gender, hp, HD, exp, level, attributes)
- default T-Engine combat
- default dungeon generator
What I'm trying to make work:
- tooltips
- HP/EXP onscreen display
			 
			
					
				Re: Underdark roguelike
				Posted: Thu Jun 20, 2013 10:30 pm
				by Grey
				For the tooltips and PlayerDisplay you should check out this guide I wrote:
http://forums.te4.org/viewtopic.php?f=40&t=37345
Check out my games Rogue Rage or Broken Bottle to see them in action / pinch code directly. Consider all of my games open to code harvesting by the way  :)
 
			 
			
					
				Re: Underdark roguelike
				Posted: Sat Jun 22, 2013 3:42 pm
				by Zireael
				Got the random weapon damage working.
You can grab a working, bug-less version from GitHub: 
https://github.com/Zireael07/Underdark.
My notes:
PARTIALLY WORKING:
- tie hit points to hit die
- limit total hitpoints at start (limited from 2nd turn onwards)
TO-DO:
- feat select
- feats  talents_types = {
		["general"]={true, 0},
	},
- Favored Classes'work by being +10% exp to that class
- skills  +5, +10, +15, +20 [handle them with talents and maybe loops]
LATER:
- d20 rolls
- saving throws (Fort Ref Will)
- crits
- randomize attributes in base
- XP charts ( ActorLevel.exp_chart = function(level) return 1000*level*(level+1)/2 end )
- on-screen hp, level, exp, depth display
- level up screen
SOME TIME IN THE FUTURE:
- ranged combat
- hide/move silently
- sneak attack
- some spells
- flanking
- flat-footed (foes in range?)
- metamagic as sustains...and just assume every 'mage' is a sorcerer; have the Empower Spell sustain, you turn it on, cast a spell, 
it treats all variable as *1.5 but calculates cost as if it was 2 higher. Just for ease of use I'd suggest turning the sustain off after that
- randomized item names
- level feelings
- eating corpses
- bones
DIFFICULT:
- stairs having a chance of not changing the depth
- remove staircases from which you arrived
 
			 
			
					
				Re: Underdark roguelike
				Posted: Mon Jun 24, 2013 7:09 pm
				by Zireael
				Thanks to Sebsebeleb, player display now works. He also added some spells and, therefore, an implementation of saving throws.
I spent most of today doing an attributes roller and trying to make combat work satisfactorily.
			 
			
					
				Re: Underdark roguelike
				Posted: Thu Jun 27, 2013 1:15 pm
				by Zireael
				Combat and roller now work as designed. Tooltips were revised for clarity.
In addition, there's some new items, monsters and classes. Leveling up actually has some effect now.
Encumbrance code was also added, now only need it to display...
			 
			
					
				Re: Underdark roguelike
				Posted: Sun Jun 30, 2013 1:52 pm
				by Zireael
				Lots of new items and Underdark races. Calendar and faerzress.
To progress further, I need a working LevelupDialog.lua... 

 
			 
			
					
				Re: Underdark roguelike
				Posted: Sat Jul 06, 2013 8:47 am
				by Zireael
				Criticals, more monsters...
We got the level up and feat select to work correctly.
Today, I added a big batch of weaponry  in preparation for working ranged combat.
			 
			
					
				Re: Underdark roguelike
				Posted: Tue Jul 09, 2013 7:36 pm
				by Zireael
				Clerical domains and auto-giving special class qualities are in.
Skills are in. 
We're only missing a skill select screen, and bows and crossbows working properly.
			 
			
					
				Re: Underdark roguelike
				Posted: Tue Jul 09, 2013 9:31 pm
				by CaptainTrips
				Sounds great, can't wait to find some time to try this out.
			 
			
					
				Re: Underdark roguelike
				Posted: Fri Jul 12, 2013 3:50 pm
				by Zireael
				Archery now works. Seb is working on a "spellbook" for clerics.
Actually, we could use some skills to showcase the skill checks, but I'm leaving on Sunday for 3 weeks without ToME access.