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#1 |
Scout
Join Date: Oct 2009
Posts: 31
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Blengband - 3D angband in development
Hello all,
Angband was one of the first computer games I got into, back in the 90's. For some time I have dreamed of recreating it in realtime 3D, and a week ago I actually started. It is being developed with Blender's game engine and python. So far I have a random BSP dungeon script, and a script that parses monster.txt My aim is to have a 3D model for every monster and item ASCII symbol in the game. Youtube videos: Some random monsters, for now they all use the rodent mesh. My first experiment with displaying the map. ![]() |
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#2 |
Veteran
Join Date: Jun 2008
Location: Los Angeles
Posts: 1,068
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This looks awesome!
(I know it may not be what you're going for, but having a FPS angband variant would pretty much be the best thing ever)
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A(3.1.0b) CWS "Fyren_V" NEW L:50 DL:127 A++ R+++ Sp+ w:The Great Axe of Eonwe A/FA W H- D c-- !f PV+++ s? d P++ M+ C- S+ I- !So B ac++ GHB? SQ? !RQ V F: |
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#3 |
Scout
Join Date: Oct 2009
Posts: 31
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Yeah first person shooter game play is going to be a big part of it.
I imagine playing a ranger or mage will be ridiculously fun. And I plan on having the 'v'olley objects command with physics. |
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#4 |
Prophet
Join Date: Aug 2009
Location: Madison, Wisconsin, US
Posts: 3,025
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that looks really cool!
Are you making the game more real time approach or are you sticking with the turn-based? |
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#5 |
Scout
Join Date: Oct 2009
Posts: 31
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Realtime. Monsters and the player will have a countdown timer. If they do an action their speed stat will be added to the timer and they will have to wait a bit before performing another action.
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#6 |
Rookie
Join Date: Dec 2007
Posts: 17
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This looks great! I will keep an eye on this one definitely.
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#7 |
Scout
Join Date: Oct 2009
Posts: 31
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New video: http://www.youtube.com/watch?v=49yqF9pzjj8
Stairs, doors, and items are in the dungeon. The game is starting to really feel like angband. Next up is character creation, item identification states, inventory, maybe the basic combat algorithm. I'm going to have to plan out the user interface, also some sort of quickaccess command slots for ingame, so you could cast a spell or use an item via one keypress. I was wondering, what is the algorithm for placing things at a dungeon level? Seems it picks entities from any level up to the current one and sometimes deeper, but is it weighted to pick more from the current level? |
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#8 |
Prophet
Join Date: Apr 2007
Location: Seattle, WA
Posts: 6,677
Donated: $40
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I think it's easier to read the code than explain.
1. With a 1/20 (1/25?) chance, set max dl to Rand(dl,100), else set max level to dl. If drop is good or excellent, increase max level by 10. 2. Pick best of Rand(1,3) items, where best is determined by dl. 3. Try for artifact or ego, enchantment. |
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#9 |
Scout
Join Date: Oct 2009
Posts: 31
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This should look a bit familiar
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#10 |
Scout
Join Date: Oct 2009
Posts: 31
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Hey all,
Just writing to say this project is still on my plate, but I've been overwhelmed with work as of late, so haven't gotten much progress made. When I do get some free time, I've been taking Pete Mack's advice and pouring through the angband source code. (I've never used C before, but it's been pretty easy to decipher). I've also been debating whether to make a multiplayer option with TCP. Seems like now would be a good time to implement it, before things get too complicated. Last edited by jplur; November 17, 2009 at 21:24. |
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