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  <id>http://groups.google.co.uk/group/rec.games.roguelike.development</id>
  <title type="text">rec.games.roguelike.development Google Group</title>
  <subtitle type="text">
  Design and programming of Roguelike games.
  </subtitle>
  <link href="/group/rec.games.roguelike.development/feed/atom_v1_0_msgs.xml" rel="self" title="rec.games.roguelike.development feed"/>
  <updated>2009-01-08T21:41:07Z</updated>
  <generator uri="http://groups.google.co.uk" version="1.99">Google Groups</generator>
  <entry>
  <author>
  <name>Grim</name>
  <email>marcin...@googlemail.com</email>
  </author>
  <updated>2009-01-08T21:41:07Z</updated>
  <id>http://groups.google.co.uk/group/rec.games.roguelike.development/browse_thread/thread/75b862c2c9316d64/7f00a46a2534caaf?show_docid=7f00a46a2534caaf</id>
  <link href="http://groups.google.co.uk/group/rec.games.roguelike.development/browse_thread/thread/75b862c2c9316d64/7f00a46a2534caaf?show_docid=7f00a46a2534caaf"/>
  <title type="text">Re: Intriguing new Line Of Sight algorithm (Java, Python)</title>
  <summary type="html" xml:space="preserve">
  I won&#39;t pretend that I fully understand the algorithm. I got the &lt;br&gt; general idea. &lt;br&gt; I referenced the java example for some of the details when I was &lt;br&gt; writing &lt;br&gt; the python version. &lt;br&gt; Anyway, I&#39;ve put the python code here: &lt;br&gt; &lt;a target=&quot;_blank&quot; rel=nofollow href=&quot;http://code.google.com/p/nofate/&quot;&gt;[link]&lt;/a&gt; &lt;br&gt; It has some comments with my current understanding of how it works.
  </summary>
  </entry>
  <entry>
  <author>
  <name>Andrew Doull</name>
  <email>andrewdo...@gmail.com</email>
  </author>
  <updated>2009-01-08T19:08:39Z</updated>
  <id>http://groups.google.co.uk/group/rec.games.roguelike.development/browse_thread/thread/b251188f58ec80b2/90e14b012a77c2d6?show_docid=90e14b012a77c2d6</id>
  <link href="http://groups.google.co.uk/group/rec.games.roguelike.development/browse_thread/thread/b251188f58ec80b2/90e14b012a77c2d6?show_docid=90e14b012a77c2d6"/>
  <title type="text">Re: Spelunky - a platformer roguelike?</title>
  <summary type="html" xml:space="preserve">
  I think what makes it different from roguelikes is intriguing. &lt;br&gt; Firstly, the maps have a &#39;grain&#39; to them, caused by gravity, which the &lt;br&gt; player is able to reverse a limited number of times (using a rope) but &lt;br&gt; ultimately implies a direction of travel (and which is why all map &lt;br&gt; exits are 0, 1 or 2 grids from the ground, that being the maximum
  </summary>
  </entry>
  <entry>
  <author>
  <name>Jotaf</name>
  <email>jota...@hotmail.com</email>
  </author>
  <updated>2009-01-08T17:45:33Z</updated>
  <id>http://groups.google.co.uk/group/rec.games.roguelike.development/browse_thread/thread/99cec8b911245e12/8319a27676c65ee6?show_docid=8319a27676c65ee6</id>
  <link href="http://groups.google.co.uk/group/rec.games.roguelike.development/browse_thread/thread/99cec8b911245e12/8319a27676c65ee6?show_docid=8319a27676c65ee6"/>
  <title type="text">Re: Gaussian distribution RNGs for RLs?</title>
  <summary type="html" xml:space="preserve">
  IIRC, 97.5% of the values that occur are within the range &lt;br&gt; [-3*deviation, +3*deviation]. So you can easily make an attack that &lt;br&gt; most of the time deals values between 10 and 20 hp, with the odd &lt;br&gt; critial hit/critical failure. Also I like the idea of negative values &lt;br&gt; representing bad failures! But maybe it would be too harsh on new
  </summary>
  </entry>
  <entry>
  <author>
  <name>Jotaf</name>
  <email>jota...@hotmail.com</email>
  </author>
  <updated>2009-01-08T17:31:23Z</updated>
  <id>http://groups.google.co.uk/group/rec.games.roguelike.development/browse_thread/thread/914fbea2554d3227/dfc9ab5a9aac660a?show_docid=dfc9ab5a9aac660a</id>
  <link href="http://groups.google.co.uk/group/rec.games.roguelike.development/browse_thread/thread/914fbea2554d3227/dfc9ab5a9aac660a?show_docid=dfc9ab5a9aac660a"/>
  <title type="text">Re: Multi effect items?</title>
  <summary type="html" xml:space="preserve">
  Ah I was wondering what happened to Kharne! I used to read the blog ya &lt;br&gt; know. &lt;br&gt; Jotaf
  </summary>
  </entry>
  <entry>
  <author>
  <name>Jotaf</name>
  <email>jota...@hotmail.com</email>
  </author>
  <updated>2009-01-08T17:28:25Z</updated>
  <id>http://groups.google.co.uk/group/rec.games.roguelike.development/browse_thread/thread/b251188f58ec80b2/7382433abf99631b?show_docid=7382433abf99631b</id>
  <link href="http://groups.google.co.uk/group/rec.games.roguelike.development/browse_thread/thread/b251188f58ec80b2/7382433abf99631b?show_docid=7382433abf99631b"/>
  <title type="text">Re: Spelunky - a platformer roguelike?</title>
  <summary type="html" xml:space="preserve">
  For a long time I thought that the solution was to make perma-death &lt;br&gt; kinda optional. But when I played Diablo (and maybe other games with &lt;br&gt; this option) I never even considered that mode. I thought it was for &lt;br&gt; crazy people who had played the game for a long time. I only saw it as &lt;br&gt; a fair game mode when I stumbled upon the RL genre.
  </summary>
  </entry>
  <entry>
  <author>
  <name>David Damerell</name>
  <email>damer...@chiark.greenend.org.uk</email>
  </author>
  <updated>2009-01-08T16:51:17Z</updated>
  <id>http://groups.google.co.uk/group/rec.games.roguelike.development/browse_thread/thread/99cec8b911245e12/f1423ec66a39815e?show_docid=f1423ec66a39815e</id>
  <link href="http://groups.google.co.uk/group/rec.games.roguelike.development/browse_thread/thread/99cec8b911245e12/f1423ec66a39815e?show_docid=f1423ec66a39815e"/>
  <title type="text">Re: Gaussian distribution RNGs for RLs?</title>
  <summary type="html" xml:space="preserve">
  Quoting copx &amp;lt;c...@gazeta.pl&amp;gt;: &lt;br&gt; Since when was realism a good thing, and since when was average damage &lt;br&gt; realistic? If you want realism, most wounds in single combat should be &lt;br&gt; either trivial or fatal (inasmuch as any serious injury will cause your &lt;br&gt; opponent to finish you off if there&#39;s no-one around to help you).
  </summary>
  </entry>
  <entry>
  <author>
  <name>Gerry Quinn</name>
  <email>ger...@indigo.ie</email>
  </author>
  <updated>2009-01-08T16:29:43Z</updated>
  <id>http://groups.google.co.uk/group/rec.games.roguelike.development/browse_thread/thread/b251188f58ec80b2/caf99dbe79c6dee6?show_docid=caf99dbe79c6dee6</id>
  <link href="http://groups.google.co.uk/group/rec.games.roguelike.development/browse_thread/thread/b251188f58ec80b2/caf99dbe79c6dee6?show_docid=caf99dbe79c6dee6"/>
  <title type="text">Re: Spelunky - a platformer roguelike?</title>
  <summary type="html" xml:space="preserve">
  In article &amp;lt;568bcca9-863c-42b2-afc2-3f736 5bfd525 &lt;br&gt; @r15g2000prh.googlegroups.com&amp;gt; , torespondisfut...@hotmail.com says... &lt;br&gt; In fact all levels are reset; you can go back to a previous level and it &lt;br&gt; will be a randomised version similar to the first time you were there &lt;br&gt; (similar to Angband). The only difference is that quests can only be
  </summary>
  </entry>
  <entry>
  <author>
  <name>Jeff Lait</name>
  <email>torespondisfut...@hotmail.com</email>
  </author>
  <updated>2009-01-08T15:44:01Z</updated>
  <id>http://groups.google.co.uk/group/rec.games.roguelike.development/browse_thread/thread/b251188f58ec80b2/a612a7506c54a59e?show_docid=a612a7506c54a59e</id>
  <link href="http://groups.google.co.uk/group/rec.games.roguelike.development/browse_thread/thread/b251188f58ec80b2/a612a7506c54a59e?show_docid=a612a7506c54a59e"/>
  <title type="text">Re: Spelunky - a platformer roguelike?</title>
  <summary type="html" xml:space="preserve">
  No need for &amp;quot;Perhaps&amp;quot;. We already know the answer to this. I &lt;br&gt; understand the third iteration of the Diablo franchise is coming soon &lt;br&gt; now too. &lt;br&gt; OTOH, permanent death, meaning &amp;quot;start over from level 1&amp;quot;, is what &lt;br&gt; drives most of the other roguelike characteristics. &lt;br&gt; Procedural level generation is a *bad* idea if you never reset. If
  </summary>
  </entry>
  <entry>
  <author>
  <name>Graham</name>
  <email>gra...@grahamcox.co.uk</email>
  </author>
  <updated>2009-01-08T15:38:07Z</updated>
  <id>http://groups.google.co.uk/group/rec.games.roguelike.development/browse_thread/thread/99cec8b911245e12/562cd98e42a089ec?show_docid=562cd98e42a089ec</id>
  <link href="http://groups.google.co.uk/group/rec.games.roguelike.development/browse_thread/thread/99cec8b911245e12/562cd98e42a089ec?show_docid=562cd98e42a089ec"/>
  <title type="text">Re: Gaussian distribution RNGs for RLs?</title>
  <summary type="html" xml:space="preserve">
  -----BEGIN PGP SIGNED MESSAGE----- &lt;br&gt; Hash: SHA1 &lt;br&gt; You could actually argue that it would sharpen the fangs in a way. The high &lt;br&gt; and low rolls would happen must less often - meaning that the gameplay would &lt;br&gt; have to compensate for the majority of the rolls being &amp;quot;average&amp;quot;, and meaning &lt;br&gt; that the gamers would come to expect &amp;quot;average&amp;quot; rolls - but the high and low
  </summary>
  </entry>
  <entry>
  <author>
  <name>Slash</name>
  <email>java.ko...@gmail.com</email>
  </author>
  <updated>2009-01-08T12:04:08Z</updated>
  <id>http://groups.google.co.uk/group/rec.games.roguelike.development/browse_thread/thread/b251188f58ec80b2/2dc287d92a17e2c6?show_docid=2dc287d92a17e2c6</id>
  <link href="http://groups.google.co.uk/group/rec.games.roguelike.development/browse_thread/thread/b251188f58ec80b2/2dc287d92a17e2c6?show_docid=2dc287d92a17e2c6"/>
  <title type="text">Re: Spelunky - a platformer roguelike?</title>
  <summary type="html" xml:space="preserve">
  Mr. Derek Yu has knowledge of all the indie scene! that includes rgrd &lt;br&gt; and roguetemple. He was a great knowledge about roguelikes. &lt;br&gt; He also *seems to* have posted here back on 2001 (search and you will &lt;br&gt; find) &lt;br&gt; But, I agree, he is NOT a roguelike developer at all. Actually, he is &lt;br&gt; not a raw developer like most of us but he&#39;s also a great artist (Ok,
  </summary>
  </entry>
  <entry>
  <author>
  <email>pau...@mbnet.fi</email>
  </author>
  <updated>2009-01-08T11:04:58Z</updated>
  <id>http://groups.google.co.uk/group/rec.games.roguelike.development/browse_thread/thread/b251188f58ec80b2/407642476d27cd48?show_docid=407642476d27cd48</id>
  <link href="http://groups.google.co.uk/group/rec.games.roguelike.development/browse_thread/thread/b251188f58ec80b2/407642476d27cd48?show_docid=407642476d27cd48"/>
  <title type="text">Re: Spelunky - a platformer roguelike?</title>
  <summary type="html" xml:space="preserve">
  It&#39;s not a roguelike. It&#39;s a platform game with random content. &lt;br&gt; I think some roguelike developers are like hammers: they see &lt;br&gt; only nails. So when there is a game with some feature known &lt;br&gt; from roguelikes (ascii, randomness, permadeath, etc.) they &lt;br&gt; make it a roguelike.
  </summary>
  </entry>
  <entry>
  <author>
  <name>Dark_Oppressor</name>
  <email>darkoppres...@gmail.com</email>
  </author>
  <updated>2009-01-08T10:18:06Z</updated>
  <id>http://groups.google.co.uk/group/rec.games.roguelike.development/browse_thread/thread/b251188f58ec80b2/b13e53a2ef9e54da?show_docid=b13e53a2ef9e54da</id>
  <link href="http://groups.google.co.uk/group/rec.games.roguelike.development/browse_thread/thread/b251188f58ec80b2/b13e53a2ef9e54da?show_docid=b13e53a2ef9e54da"/>
  <title type="text">Re: Spelunky - a platformer roguelike?</title>
  <summary type="html" xml:space="preserve">
  I think more people should make games that are not 100% roguelikes &lt;br&gt; (ascii or tile graphics, turn based, etc.) While I love such games, &lt;br&gt; it seems to be that many people are not very interested. I know that &lt;br&gt; I can get more friends to try something like Spelunky than Nethack. &lt;br&gt; While this is frustrating, it is still a fact. Perhaps if more people
  </summary>
  </entry>
  <entry>
  <author>
  <name>Xecutor</name>
  <email>konstantin.stup...@gmail.com</email>
  </author>
  <updated>2009-01-08T07:37:14Z</updated>
  <id>http://groups.google.co.uk/group/rec.games.roguelike.development/browse_thread/thread/99cec8b911245e12/dbfac183da2275aa?show_docid=dbfac183da2275aa</id>
  <link href="http://groups.google.co.uk/group/rec.games.roguelike.development/browse_thread/thread/99cec8b911245e12/dbfac183da2275aa?show_docid=dbfac183da2275aa"/>
  <title type="text">Re: Gaussian distribution RNGs for RLs?</title>
  <summary type="html" xml:space="preserve">
  Speaking of RNG. &lt;br&gt; Here is transformation of uniform RNG, that &lt;br&gt; have distribution like this: &lt;br&gt; ---------- &lt;br&gt; 0 1 &lt;br&gt; Probability of value in range (0..0.1] is approximately 10x higher &lt;br&gt; than in range [0.9..1.0]. &lt;br&gt; double x=rnd.getDouble(); &lt;br&gt; static const double c1=sqrt(1.0/1.02+0.006); &lt;br&gt; static const double c2=c1-sqrt(0.006);
  </summary>
  </entry>
  <entry>
  <author>
  <name>Nathaniel Rook</name>
  <email>medi....@gmail.com</email>
  </author>
  <updated>2009-01-07T19:55:18Z</updated>
  <id>http://groups.google.co.uk/group/rec.games.roguelike.development/browse_thread/thread/b251188f58ec80b2/75fd6e9b6d01faa4?show_docid=75fd6e9b6d01faa4</id>
  <link href="http://groups.google.co.uk/group/rec.games.roguelike.development/browse_thread/thread/b251188f58ec80b2/75fd6e9b6d01faa4?show_docid=75fd6e9b6d01faa4"/>
  <title type="text">Re: Spelunky - a platformer roguelike?</title>
  <summary type="html" xml:space="preserve">
  I mean merely that Yu is not a roguelike developer by trade, and, &lt;br&gt; thus, Spelunky takes a lot more from outside the &amp;quot;sphere of roguelike &lt;br&gt; development&amp;quot; than most new roguelikes do. &lt;br&gt; Really, I find it interesting because it&#39;s very obviously a roguelike, &lt;br&gt; but it doesn&#39;t have a lot of the common roguelike features - thus, it
  </summary>
  </entry>
  <entry>
  <author>
  <name>Ray Dillinger</name>
  <email>b...@sonic.net</email>
  </author>
  <updated>2009-01-07T18:29:17Z</updated>
  <id>http://groups.google.co.uk/group/rec.games.roguelike.development/browse_thread/thread/99cec8b911245e12/e9def692b61fcc20?show_docid=e9def692b61fcc20</id>
  <link href="http://groups.google.co.uk/group/rec.games.roguelike.development/browse_thread/thread/99cec8b911245e12/e9def692b61fcc20?show_docid=e9def692b61fcc20"/>
  <title type="text">Re: Gaussian distribution RNGs for RLs?</title>
  <summary type="html" xml:space="preserve">
  copx wrote: &lt;br&gt; For damage, most roguelikes already use near-gaussian &lt;br&gt; distributions in the forms of sums of die rolls. But &lt;br&gt; most use a linear distribution when determining hits. &lt;br&gt; Anyway, you&#39;ll need to chop off the &amp;quot;long tail&amp;quot; of the &lt;br&gt; Gaussian distribution to avoid generating negative &lt;br&gt; damage numbers, or else fix your combat routines to
  </summary>
  </entry>
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