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Old May 16th, 2001, 01:25 PM
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Post Programmer for a rogue-clone wanted (GPL)

Programmer for a rogue-clone wanted (GPL)

I want to write a RPG like the old line of traditionell games like
Moria, Angband, Omega, Nethack, Rogue, Gauntlet or Muds. I have many
ideas about the creation of the new game. I got ideas of the game and
of the programming of the game.

Here some keywords:

[FIX] 'realtime'
[FIX] Perl
[FIX] Some kind of Rolemaster system for fighting and skills.

[STC] Postatomar Story
[STC] GUI 'ncurses'
[STC] Casting spells vs. using PSI

FIX = This is so. There should be no discussion about it.
STC = Subject to change.

Long Version:

[FIX] 'realtime':

Every action takes a amount of time. Turns are not the wheel of time.
The resolution for time is a second not a turn. With this option we
can simulate night & day. And fighting could be more realistic. If
it the players's turn, he can think about his next move with all the
time of the world. But if he makes a move the clock jumps forward 1
minute, 2 or 10h. Or if a monster is attacking only 5 seconds and the
action is interrupted.

[FIX] Perl:

I want to write the whole game in perl. I think the days of the good
old char arrays of C are over. I want to care about the content of a
string, not of the length. That's some of the reasons I choose Perl.

[FIX] Rolemaster System:

I want to transfer many skills from rolemaster (for the expert: only
the name of the skills not all the table sheets B-) to the RPG.

[STC] Postatomar Story:

Don't worry if you don't like it. If the majority is against it, I
will drop the story for a conventinial one. I think someabout about
like Fallout, you (the charakter) is climbing out his bunker and is
stunned, because the world is so different.

[STC] GUI 'ncurses':

We should take ncurses for the gui. ncurses is simply and supports
different windows (map windows, text window, inventory window). The
alternative would be Tk. Tk has many advantages. It's 'modern', object
orientated, colored and that stuff.

[STC] Casting spells vs. using PSI

Casting spells is old fashioned and used a lot of times. PSI in this
kind of games, could be new and refreshing. (I know it's only the same
thing unter a different name.)

Programming ready:

The basic event system is ready. Every object in the world can set a
timer wenn it should be called again with this a method. So the
enviroment (the map) can say: 'mmmh... in 20 minutes I will roll
against a random encounter'.

If the player decides to move, the map tile (a field) will tell the
player through a timespan object how long he took to walk through the
field. It can be different and varies with a lot of things. Swap is
heaver than forrest and so on. If he needs 8 minutes to walk through a
field, a busy object is connected to the player object. If someone
wants to disturb the player during the busy-time (a monster is
attacking) the busy object "decides" what to do.

Programming todo:

A lot of things. Monster, Spells & PSI, Maps, Story, AI for the
monster, Spells..., maybe mySQL support for the tables of random
encounters in the wilderness, combat system.

Sourceforge project:

- Development Status: 2 - Pre-Alpha
- Intended Audience: End Users/Desktop
- License: GNU General Public License (GPL)
- Natural Language: English
- Operating System: Windows 95/98/2000, Linux
- Programming Language: Perl
- Topic: Role-Playing

So I you are interested in this project, drop me a mail
(mailto:erik.wasser@iquer.de)

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