I’m going to call this a Cymon’s Games success story in progress.
…there was a game called Wizard’s Lair that used the vanilla curses library for both UNIX and DOS ports. It was a fairly involved but fun RPG with basic ASCII graphics, but also had a party system with combat and your elementary D&D stats….
It was a lot of fun to play, especially since you could speed up the battles to be almost automated and run super fast.
Just a suggestion, don’t have to do anything with it. Might be fun to try and do a whole series on something with a little more meat to it than a 4-pager in code.
On Sunday August 3rd Devin Watson PMed me on the RR forums with the above. I responded that I was definitely interested in beefier programs in Cymon’s Games. I thought he was suggesting I convert the program, for which I was gearing up to warn him that it may be a long while before I do and I was going to suggest he try his hand at it. Before I could butter him enough for that he wrote me:
I do code, but it’s been awhile since I did some C. Last thing I wrote in C was a tutorial on how to write daemons for Linux.
I’ve downloaded Code::Blocks and followed your instructions for setting up pdcurses. I might take a swing at some of the smaller parts of a game like this and see if it would be more worthwhile to tackle each specific subsection of it as a mini-game. Then each of those parts then becomes the bigger game. Something like working on random dungeon creation, party/maps, etc.
If you don’t mind that each part comes at a somewhat slower pace due to my own daily responsibilities, then we can form up an attack plan on it.
Well now this is shows promise. Next thing I know he’s loaded up the old game and started trying to reproduce it himself. Code snippets were followed by screen shots and then main.c files started showing up in my inbox. All the while I’m providing code snippets, examples from programs on Cymon’s Games, and a lot of cheering on.
Yesterday, what amounts do Day 3 of coding, Devin made the following statement:
I’ve decided to streamline this “First Edition” so to speak by taking out load/saves and just concentrate on the gameplay itself.? There’s more than enough different topics covered by that for a beginner.
As a roadmap, could do it like this:
1.0 – Basic gameplay, nothing fancy
1.5 – Load/save, magic
2.0 – Items, inventory, more weapons, more goals
2.5 – Larger maps, loadable from disk (?)
Moving into more advanced features like loadable maps would of course require a separate data file.? But I hope by that point you’d be willing to go with it.? This is of course assuming some positive feedback from your readership.
Positive feedback indeed. This is not the first of Cymon’s Games success stories, and certianly will not be the last, but this is a story in progress that I wanted to share. Watch the comments on the side bar as I will be updating this thread with news as it develops.
For your enjoyment:
Second main.c – Now with added user-selectable stat rolls for character creation.