2008
01.29

รœber hi-res gameplay movie

The hell of all those cheesy compression algorithms ! I uploaded the original movie on googlepages.
You can download it here :
http://jice.nospam.googlepages.com/tcod-0.1-alpha1.avi
and watch it almost as if the game were running on your computer.

8 comments so far

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  1. Whoahh that flaming skull is Sofa king crazy! And I didn’t realize you had cloud shadows and thunder reflections ๐Ÿ™‚ It’s awesome.

  2. I’m curious what your bottleneck is. You flash a ‘thinking’ icon periodically when moving, especially at the beginning. What takes so long?

    -D

  3. It’s not a performance issue, it’s a feature ;).

    In a real-time roguelike, the player moving speed cannot rely only on the rate at which the keys are pressed. If you want for example to penalize heavy armors, you have to do it artificially.

    Each player action (including moving) makes it ‘busy’ for some time. The ‘busy’ icon indicate that you cannot start another action until the current is finished. The heavier your armor is, the slower you move.

  4. Ah. I see. I hadn’t realized that it was real time. That is really neat.

    I would make one interface suggestion then. Whenever a computer flashes up ‘busy’, it makes it seem like you need a faster computer in order to keep up. Instead, you might have an ascii-animated dust cloud behind the player as they move. And when it dissipates, they can move again. I think that might be a more subtle way of limiting motion.

    So, the first frame that the player has moved, it might look like:

    @*

    The next frame might look like:
    @+

    The next frame might look like:
    @:

    And then finally, the last frame would just show:

    @

    Which would mean you could move again.

    Alternatively, just wait the requisite time. ZZT did a good job there using ascii graphics.

    Anyhow, keep up the good work.

  5. You’re right. The busy indicator comes from the early parts of the engine. It’s a bit clumsy, and even redundant with more recent parts (like the reloading action bars on the right that limit the rate at which you can use a weapon). This is part of the mess I have to clean up…
    Thanks for pointing this out.

  6. Hey Jice just to tell you that I’ve been playing around with the library, and got a particle effects system up-and-running in no time. (It’s pretty limited, but it proves the point.) A single-character background fade-in-fade-out effect looks awesome in motion ๐Ÿ™‚ I made an area in the demo dungeon with some sort of a magical effect, green particles showing up randomly.

  7. ๐Ÿ™‚ It sounds great ! What is cool with true color ASCII is that it’s rather unexplored and there’s lot of nifty effects that can be done with a few lines of code. I really think it could revolutionize the roguelike genre and make it much more accessible. Are you using the library for a 7DRL entry ?

  8. I was considering it, but I can’t really make the commitment right now! However I’m still experimenting with some concepts and trying to come up with something playable, even if there is no time limit. I’d turn this into an actual RL in a week but the infrastructure is in a sorta advanced state (objects, characters, effects…) so I won’t do it, it would feel a bit like cheating ๐Ÿ™‚ I’m still considering making *another* entry to the 7DRL competition however, and if I do I’ll use TCODlib for sure ๐Ÿ˜‰