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Program Announcements / [DBPro] Random Realms - Roguelike - Full Game

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IBOL
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Posted: 14th Dec 2010 06:32 Edited at: 21st Aug 2013 06:10
BEST NEW HAPPY VERSION 8/20/13:
https://forumfiles.thegamecreators.com/download/2480385

Wow! Another New Version 5/26/12
https://forumfiles.thegamecreators.com/download/2132881
this fixes some issues with throwing potions,
and hopes to correct a bug affecting the re-generation of the bestiary for loaded games.

ok, 3/30/12, another new version based on discussions at
Temple Of The Roguelike,
based on the "Let's Play Random Realms" series done by Game Hunter.

here is the download with a large number of changes:
https://forumfiles.thegamecreators.com/download/2172907

here is a list of those changes:


new version 03/01/12
compatible with windows 7, sp1
Download Here:
https://forumfiles.thegamecreators.com/download/2132740
(thanks for your patience!)



Random Realms is a " Roguelike " dungeon crawler.
Fight your way through randomly generated levels,
to the throneroom of a terrible monster who has stolen
a great treasure from your people.

Thanks to people's responses here and through email, a new version is ready.
- It includes the new scoreboard file, and gives you a choice of submitting high scores, so there's no error if you can't or don't want to.
- also includes a 'run' feature, and an 'auto-explore', based on "Dijkstra Maps", described here.
- now, if you hold [control], you can use the roguelike movement keys, yuhjklbn.
- other cosmetic adjustments...see further down...
Download Here!

One unique feature of Random Realms is that with each new game,
an entirely new host of creatures is generated.
Animals, undead, golems, oozes, plant-creatures, and intelligent monsters,
with many power combinations, are created for each game.

All dungeon levels are randomly generated, and there are many types.


* Full Documentation Included
* Variable Game Length and Difficulty
* Set Perma-Death On or Off at Game Start
* Full Magic System
* Simple Controls and Interface
* Many Automatic Gameplay Features
* Online High Score Tracking
* Over 1 Million Possible Weapons!
* Over 10 Million Possible Monsters!

Watch The Video Here

Here is the first update (just move your save files save files into this new folder)



Above, steve the dark paladin "@", faces off against a "L", the Lebral. Below, see what that "L" really represents.



here are 13 dungeon maps i pulled from a game (i put one in twice ):


please post bug reports & concerns here, or use the "profile" button to email me. thanks!

here's a look at the most recent characters who have died with perma-death ON
......

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Devonps
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Posted: 14th Dec 2010 08:48
Neat game IBOL with a clean interface.

One minor issue I had was that I had to "accept" the running of the scoreboard.exe after the game had finished - might be worth noting for users of Vista.

Another minor issue I had was with the online scoring, and error message was displayed saying it couldn't download the score.

If I could make a game suggestion...increase the FOV in the corridors as I found being able to view only 1 tile restricting my use of the bow.

Any chance you can release the source code so I can pick through it?

Marriage is a circle of rings....
Engagement ring, Wedding ring, Suffering!
IBOL
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Posted: 14th Dec 2010 16:14 Edited at: 26th May 2012 23:24
hi, i'm glad you played it!
here my specific responses:

Re: Accept
i don't know how to fix that, but i'd be happy to if someone can tell me (i have the same issue when i play the downloaded version)

Re: online score error.
i don't know why that would be . it works here. if more people find that, and if anyone can point out why, i'll sure fix it.

Re: FOV
in corridors, that's pretty much the way it is. (on purpose) . if you know a monster is there, you can still fire a bow (and hit!) down a dark hallway.

Solution: Learn the 4th level Fire spell 'Heat Vision' (called 'torch' in the readme ... my mistake)
it gives temporary infra-vision-like ability.

Quote: "Any chance you can release the source code so I can pick through it?"

ooohhh... i don't know, yet...
plus , it's 17000 lines long, and in 4 years, stuff becomes pretty convoluted...
if there's something particular you want to know or see, i can probably mail it too you...

thanks again for playing!
bob

here's another version that hopefully fixes some more issues.
RR009a

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Devonps
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Posted: 14th Dec 2010 21:14
Quote: "if there's something particular you want to know or see, i can probably mail it too you..."


Probably the dungeon creation routine(s), it's always nice to have a few different generators to hand

Thanks for the other answers.

Marriage is a circle of rings....
Engagement ring, Wedding ring, Suffering!
Todd Riggins
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Posted: 15th Dec 2010 01:28
Very nice, IBOL! I like to play angband now and then. I think you did a good job here. Only one thing that got me was when buying stuff at the shop, when I pressed B it automatically bought what ever item listed on B( If I remember right it was arrows ). Almost like it needs to wait for a "key release" before continuing to the list of things to buy. Other then that, I'm enjoying it so far

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IBOL
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Posted: 15th Dec 2010 08:12 Edited at: 15th Dec 2010 08:23
hey that's great, thanks alot!
i thought i had this in their :
repeat
until scancode()=0

i'll put that on my list of fixes...

i'll also be interested in any further feedback from you or anyone,
on anything about the game,
like what's great, what's missing, is it too easy, are the levels too big/small, etc.

thanks again!

PS:
i downloaded your 'escape from the goblin tower' game and got a look at your LOS() code.
that has always confounded me, so i hope i can make some sense of it.
it's nice when people show you how they solved a problem, so thanks one more time.

Lost Dragon
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Posted: 17th Dec 2010 01:11
Oh I love Roguelikes and old-style tile engines. Please keep expanding this.

I was working on a tile engine and still haven't gotten anywhere. Do you have any examples of that?

I always screw up the loop and the tiles draw on top of each other. :p
IBOL
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Posted: 18th Dec 2010 18:26 Edited at: 18th Dec 2010 18:45
i should have posted some screenshots, so here i am now.
first, a set of 13 level maps i pulled from a game.
(my idiot self pasted one in twice)

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IBOL
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Posted: 18th Dec 2010 18:36
Here's a in-game screen-shot of steve the dark paladin, facing off against a "Lebral" . I'll show the specifics of a Lebral in the next shot. Note that no-one else out there is likely to encounter a Lebral, and if you happen to, it could be a very fast undead creature that destroys treasure on contact and causes sickness (all monsters are randomly generated!)

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IBOL
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Posted: 18th Dec 2010 18:37
Here's the in-game description of a "Lebral". Look's like Steve might have a tough fight...

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Todd Riggins
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Posted: 18th Dec 2010 20:14
Cool! Will give it another go when I get back from seeing Tron. I want to see if I can hunt down some Liberals too.

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t10dimensional
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Posted: 19th Dec 2010 01:04
I found the game great so far, I'm on floor 21 out of 30 on average.

I have only found 2 minor glitches. One is if you don't have the spell burrow and get teliported to a room with no exit like the treasure room with 8 $ and 1 major item you cant get out and your stuck so you have to restart the floor. The second one is on floor 21, i was killing S (S reproduce itself) and I killed 9 than a runtime error appeared saying line 5130 division by zero.

Good time spender though, might try to do it with permadeath next time.

IBOL
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Posted: 19th Dec 2010 03:09 Edited at: 19th Dec 2010 03:31
i am glad you got got so far! i think i found the /0 . i will fix it. i'm sorry about it.
about the teleport, that happened to me once, so i guess i should have fixed it. i will...

[edit] i checked every '/' symbol in the program, and made them (hopefully) safe.

IBOL
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Posted: 19th Dec 2010 05:49 Edited at: 5th Mar 2011 15:24
(this update post is no longer current)

IBOL
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Posted: 19th Dec 2010 20:36
@ todd riggins,
wish i could see tron
I imported and modified your lighting code from the goblin game (and from the roguelike dev page) and it works beautifully!
thank you for that ! i am very excited.
(this is not in random realms, or even exactly for random realms, but it's still great!)

Todd Riggins
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Posted: 19th Dec 2010 21:15 Edited at: 20th Dec 2010 07:10
Hi IBOL, played it again last night before I knew you had a new version out. It's hard to pick at this game. Seems like you did a solid job with it. I really enjoy the random dungeon generation you have going. Also with the 6 schools of magic stuff, that makes it really interesting where I need to pay attention and read the monster description to figure out how to do double damage on the various monsters. I still can't figure out what the magic rocks collection is all about.

The last game I played was the 15 level average difficulty game. I'm still uncertain how I feel about having half of all the available spells at a level 16 character. Seems like I got them all to quick. Dunno. It also seems like I have enough money to "almost" buy everything I want at the store. Mabie that is how the Average Difficulty works? I'll try a harder difficulty next and see how it plays out. Also, there's never seems to be a short supply of food exploring the dungeon with me. Mabie I'm just getting lucky?

I'll check out the newer version when I get a chance here soon.

EDIT: Noticed you posted before me Find a way to see Tron. It's awesome! Also good to hear that your able to use the LOS function.

EDIT: I just finished and got killed by the main King dude. Yes, Robin Hood the Fire War Mage is permanently dead. I did start the game with Strong Monsters. That seemed to make it just right for me that time.

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tiresius
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Posted: 20th Dec 2010 05:25
This is really nice. Well done IBOL!

A suggestion for the level generation (I've only been a few levels deep): It appears there may be a one-off in the calculations as when hallways join in a T formation or in a corner, it ends up being more of a '+' where there are dead ends sticking out of it.

For example I saw a lot of this:


Another suggestion is to make a run feature where your character will move in a given direction until it rounds a corner, meets a monster or item, etc. It's a feature in most rogue-likes.

Also wondering why you have < as the exit down into a dungeon? Roguelike convention is < = up, and > = down . I find it a little confusing that it is switched in your game.


A 3D marble platformer using Newton physics.
IBOL
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Posted: 21st Dec 2010 05:45
hi, i'll just comment on what i can. thanks all for the feedback, it will improve the game.

"magic stones" : on some levels, you can't descend the staircase until you collect a certain # of magic stones. you probably always had enough, so couldn't see the use. but there are times when you really need to search.

"too many spells" : you're right, i will adjust that. your spell learning will slow down.

"too much food/money" : again, you're right. i will adjust, especially for the higher difficulties.

"robin hood" : saw the name on the board, nice! that kinda sucks to make it that far and die, but i guess it means he's a challenge...

"level gen. '+'" : yeah, i just wrote a little code that can remove those. i will put it in 50% of the time or something.

"Run feature" : again, you're right. i will put that in the list

"stairs < vs. >" : Oh!, so that's why i get so confused when i play angband or adom, because I'm the one who's wrong here. i will change the stairs. (as a side note, there are No Up Stair Cases, so you don't have to worry which way to go.

thanks again,

BMacZero
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Posted: 2nd Jan 2011 05:49
I just read about this in the newsletter, must play tomorrow! I love Nethack . The random monsters sound very interesting.

mr_d
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Posted: 8th Jan 2011 11:44
please be advised that the version of scoreboard.exe has changed since this was announced/released, and the version used will no longer retrieve the online scores properly.
Since IBOL doesn't seem to have read his email
Please use (i.e. replace existing file with) the updated scoreboard.exe file attached to this post.

(\___/)
(='.'=) Copy bunny into your signature to
("_(" help him gain world domination.

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IBOL
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Posted: 8th Jan 2011 17:19 Edited at: 8th Jan 2011 19:26
@ all
i apologize to any users of my programs for any inconvenience this may cause.
i will update the next release of RR with this new program.
for now, please find it at the LINK mr_d provided.

mr_d
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Posted: 8th Jan 2011 17:54
@IBOL and All Users
It seems the mistake was on my part (I confused his email with another users) and I though I had emailed him about the update, but that wasn't the case.
Please accept my apologies on this as it had nothing to do with IBOL.

@IBOL - now that I have your email, maybe you'd like to edit your post so the bots don't get it (if they haven't already)...

(\___/)
(='.'=) Copy bunny into your signature to
("_(" help him gain world domination.
IBOL
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Posted: 8th Jan 2011 19:29
mr_d,
thanks for the quick response, and the 'edit' suggestion! done.

i think i will actaully add a user option to enable/disable high score tracking from my games...

Talairina
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Posted: 29th Jan 2011 07:20 Edited at: 29th Jan 2011 07:21
Managed to get this error today. Second time its occurred, both times after I entered in to a fight. Thought I'd let you know =)

Runtime error 105 - File does not exist at line 752.

Image attached.

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IBOL
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Posted: 29th Jan 2011 17:31 Edited at: 29th Jan 2011 17:32
hi, sorry, that error is related to a 3rd party dll (high score) whose usage changed, and the program has not been updated yet.
if you download this file, it should fix the problem. thanks for playing!

IBOL
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Posted: 5th Mar 2011 06:27
New Version Released!

changes made:

- can now use yuhjklbn keys to move , IF YOU HOLD [CONTROL]
- now have the CHOICE to submit 'high scores' , so if your version doens't support it, it doesn't error out.
- new command: "Auto-Explore" . [CONTROL-X] . Press space to stop.
- can now 'RUN' in a direction, by pressing ["] (no shift needed).
- messages no longer move over time. (it was said to be distracting).
- adjusted amount of FOOD you find, to make it harder.
- increased the cost of items in the store, more for higher difficulties.
- decreased the rate at which you learn spells, making your choices more important.
- can now use [SHIFT + >] to descend staircases.
- changed the appearance of staircases, to be closer to the roguelike standard.
- included new "scoreboard.exe" program

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IBOL
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Posted: 9th Mar 2011 06:25 Edited at: 30th Mar 2012 16:56
7DRL 2011 is happening now!
7 Day Rogue Like
http://roguebasin.roguelikedevelopment.org/index.php?title=7DRL_Contest_2011
so i'm entering that... lots to do , only 4 days left...
started this morning. (3/8)

rr009 attached

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DarkByNight
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Posted: 9th Mar 2011 07:05
Good luck!
I am not entering but I want to make a roguelike in the same timespan just to see if I can.
I absolutely love roguelikes and text based rpg's.
Devonps
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Posted: 9th Mar 2011 08:28
Good luck Ibol

Can you post the results on this board (or somewhere else) so we can see the fruits of your labour?

..and one more thing, are you using Darkbasic Pro as your programming language?

Marriage is a circle of rings....
Engagement ring, Wedding ring, Suffering!
IBOL
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Posted: 11th Mar 2011 16:40
yeah, i'm using DBP.
i go back and forth. end-users often have problems running DBP programs without directX downloads,
so then i get a book on another language, and i'm like,
yeah, i could learn this, but it's so much more *work* than dbp,
and i go back to it... love/hate/love...

here's my little WIP dev journal for 7DRL
http://forum.thegamecreators.com/?m=forum_view&t=182612&b=8

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