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Anyone willing to code my 'Roguelike'? [Lock please]

Hotlead JunkieHotlead Junkie Registered User regular
edited July 2008 in Games and Technology
EDIT: Thanks for the suggestions/links anyway. Feel free to lock.

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Posts

  • Popped CollarPopped Collar __BANNED USERS regular
    edited July 2008
    Straight to the point, I've been working on a game idea for two days straight with a good freind and we have hammered out 80% of the game mechanics which I'm writing up now in a thorough design document to make life easier for a programmer when we snag one. I'm looking for someone to bundle this design doc onto who will give it a good read, chat to me over MSN about hammering out any details/design flaws and get it all programmed for me/my other team-member. This will be an entire, concise, in depth design doc, hopefully with some illustrations (had plenty of experience working on these) so I'm not just gonna be shouting dumb, over the top ideas randomly at my programmer and running away. I'm really trying to fine tune this thing and the mechanics involved. Frankly I'v tried programming and using such things like Game Maker but I feel my time would be better spent working on the mechanics and such.

    We already have an avid writer on the team and both him and I are more than capable of making the graphics, diolauge, etc, so all you have to do is program all that shit in for us, which, I believe is the technical term for it. I don't have any preference of what program/launguage is used for this, whatever you are comfortable with

    Now, onto the actual game idea. I say 'roguelike' because games of those nature were the main insperation for this game, but, in actuality the game is looking to be a 2d, isometric based affair. We are both fans of games such as X-Com and Fallout in terms of their gameplay and decided to use their concepts and ideas on how to tackle various problems. We are going for a Lovecraft/horror theme, it's looking to be something along the lines of it playing like a turn based Diablo with the view and movement, plus the combat (stats and such), but have lots of actions available to the player as in games such as Nethack, Crawl and various Lucasarts adventure games.

    We are still discussing the theme of the game, but at this point it's looking like the game revolves around the player character exisitng in a Lovecraft inspired world and the game insists of exploring a 'Haunted mansion' (yes, that's the best I can think of, of how to describe it ), exploring, dealing with nasties, cultists, using items in a Nethack-esqe way and so on. We have a very solid combat and inventory system planned out too which I'm still putting into writing in this design doc.

    Anywaaayyyy. I think I'v got the gist of this across already. Working on a pretty big, in depth design doc for a horror themed Nethack-ish/Diablo-ish/Resident Evil-ish/Lovecraft-ish turn based (at the moment, most likley isometric, but I'm thinking top down with simple graphics for now may be easier, but that's something to discuss with the programmers) game. We've got writers, concept and graphic artists and we need a programmer. Just wondering if someone will be willing to take on this workload with me/us if I put the time and effort into this design doc.

    Yes, I've started and stopped projects like this many times, mainly because I tried to do everything myself, but if I'll only need a programmer if I get this design doc done (and if worse comes to worse, we won't even need graphics for a game such as this, ala many roguelikes) so don't worry about getting a load of coding/programming done for a game then having the project halt on you for some reason. You will have a fully completed, concise design doc to work with before we even need you to program anything. The only way this thing will halt is if I don't get the design doc all done. Simply put, if someone wants to program, it's all up to them to finish up the game for us with support and artwork from us two after you get the design doc.

    Anyone interested?

    www.BYOND.com

    if you can type a post that long you can code your own roguelike.

    Popped Collar on
  • Hotlead JunkieHotlead Junkie Registered User regular
    edited July 2008
    www.BYOND.com

    if you can type a post that long you can code your own roguelike.

    Thanks, I'll check that out if I can't find anyone willing to program this for us. True, I could program it too, but I'm already working on a lot already. If I can simply go 'here, make this' and hand someone the design doc it would be much easier for me and my my buddy to concentrate on working on the graphics and such without me having to learn how to program it too. I'd rather just stick to what I know for this one. Thanks for the suggestion though.

    Hotlead Junkie on
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  • FireWeaselFireWeasel Registered User regular
    edited July 2008
    What I want to know how gangs of daggers fit into this equation.

    FireWeasel on
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  • Popped CollarPopped Collar __BANNED USERS regular
    edited July 2008
    The problem with BYOND is that its incredibly easy for even a 12 year old in his spare time to write a roguelike style game. It is an utterly simple language that anyone could learn in a day if they just follow some tutorials, and after a while of coding things in it you really master some of the more complicated concepts.

    The problem is that because the language was basically written for kids to be able to code things, it becomes a pain in the ass at times for people who know what they are doing to create some really complex projects. The language is full of limitations and does not exactly give the best performance, but it works, and lets you play with people over the internet super easily. And thats the bottom line.

    BYOND is so easy that you should make a prototype of your game in it even if you do not intend to use it for the final version. Because if you can't make the roguelike in BYOND you won't have much luck getting it done on something more complex.

    Popped Collar on
  • halkunhalkun Registered User regular
    edited July 2008
    Why don't you make your own Rougelike?

    Here's a list

    How to Write a Roguelike in 15 Steps

    Roguelike design articles

    Making a Roguelike in 7 Days

    That should start you off ^_^

    ==EDIT==

    Better yet, you can grab the source code to the original Rogue. That way you can see how the game works.

    If you want to to make a game without being able to program, and want us to do the hard stuff, well you are asking us to make art for your own edification. Sorry I don't do anything for anther's enjoyment unless I get paid.

    ==EDIT EDIT==

    I'll help, but you have to bring me at least step 3 of the 15 steps to make a Roguelike to prove that you are serious and not playing pretend.

    halkun on
  • Popped CollarPopped Collar __BANNED USERS regular
    edited July 2008
    halkun wrote: »
    Why don't you make your own Rougelike?

    Here's a list

    How to Write a Roguelike in 15 Steps

    Roguelike design articles

    Making a Roguelike in 7 Days

    That should start you off ^_^

    ==EDIT==

    Better yet, you can grab the source code to the original Rogue. That way you can see how the game works.

    If you want to to make a game without being able to program, and want us to do the hard stuff, well you are asking us to make art for your own edification. Sorry I don't do anything for anther's enjoyment unless I get paid.



    o shit

    are you the 11 million dollar man

    Popped Collar on
  • Disco BanditDisco Bandit Registered User regular
    edited July 2008
    "Hey guys, is anyone here willing to code some parts of my game for me?"

    "Boooooo, do it yourself"

    Disco Bandit on
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  • stigweardstigweard Registered User regular
    edited July 2008
    Go into the Artists corner and ask someone to make some art for free and see how quickly you get chewed up. Assigning no value to something that someone works hard at will generally result in negative repsonses.

    stigweard on
  • ZackSchillingZackSchilling Registered User regular
    edited July 2008
    FireWeasel wrote: »
    What I want to know how gangs of daggers fit into this equation.

    You see, you start off as an @, but after working at school, you get introduced to a bunch of %s and &s, and you get to choose which character you want to become, and if you pick &, you get to go to this enormous fantasy world where there are OH GOD

    ZackSchilling on
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  • halkunhalkun Registered User regular
    edited July 2008
    I would adore to keep the conversation going here. I reminds me of a post where a kid "wanted help to make an MMOPRG" that would "be small, only about 1000 people"

    Wow, we had a field day with him. For fun we decided to indulge him. He said he was "the idea man" so we gave him a blank 35 page design doc template to fill out. If he managed to finish it, we would help.

    A half hour later he said it was too hard and just wanted just be the directer, telling us what to do.

    Yea.

    halkun on
  • Popped CollarPopped Collar __BANNED USERS regular
    edited July 2008
    No way in hell this thread should be locked.

    This thread will be around for a long long time.

    Popped Collar on
  • NewresNewres Registered User regular
    edited July 2008
    halkun wrote: »
    Why don't you make your own Rougelike?

    Here's a list

    How to Write a Roguelike in 15 Steps

    Roguelike design articles

    Making a Roguelike in 7 Days

    That should start you off ^_^

    ==EDIT==

    Better yet, you can grab the source code to the original Rogue. That way you can see how the game works.

    If you want to to make a game without being able to program, and want us to do the hard stuff, well you are asking us to make art for your own edification. Sorry I don't do anything for anther's enjoyment unless I get paid.

    ==EDIT EDIT==

    I'll help, but you have to bring me at least step 3 of the 15 steps to make a Roguelike to prove that you are serious and not playing pretend.

    An excellent post and thanks for the links.

    I came in here half expecting a flamefest, because let's be honest: asking people to code your game for free is like asking a people to donate money for you to buy booze. No offense to the OP though, it looks like your are planning to put in plenty of work too, so the project might turn out fine. But do consider that coding such a project is a huge amount of work, and people rarely want to do that for free. Chances are if they can and are willing to code such a project they can put together a design doc themselves.

    Newres on
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  • Popped CollarPopped Collar __BANNED USERS regular
    edited July 2008
    You also really need to have some kind of prototype of the game to show your concept in action in order to effectively pitch it to people.

    Perhaps if this thread start off with an invite to play a demo of a partly finished prototype you would have more luck.

    Popped Collar on
  • ZackSchillingZackSchilling Registered User regular
    edited July 2008
    This thread definitely does not need to be locked. Hothead, restore the damn OP and change the title.

    ZackSchilling on
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  • mspencermspencer PAX [ENFORCER] Council Bluffs, IARegistered User regular
    edited July 2008
    I don't think it's fair saying "go to the artist's corner and ask them for free artwork."

    What he's really doing is going to a programmer's corner and saying "I will do free artwork. Anybody want some free artwork to make a game with?"

    It's insulting to imply that there exist no programmers who want to write a game but are seeking an artist and designer. I don't think you guys meant to be insulting.

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  • Popped CollarPopped Collar __BANNED USERS regular
    edited July 2008
    You know it would be interesting if there maybe WAS a real programmers corner here at PA. It might not be a very crowded forum but surely it would be a good place for those who want to discuss programs they have written or want to create. Like a writer's block for coders. And it would provide a great place for people to look for projects they may be interested in joining. We have seen some good projects come out of PA such as impromptu games Shotgun Sunrise, so to say a team of people can't be formed through a forum thread is not out of the question.

    Popped Collar on
  • templewulftemplewulf The Team Chump USARegistered User regular
    edited July 2008
    I think the trick is that, in general, it's easier for a programmer to make a game with crappy art than it is for an artist to make a game with no code. This means that there are fewer free programmers than people with ideas and art skills.

    I'm currently building a tactical RPG with roguelike elements, so if you want to compare notes, I'd enjoy that.

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  • CmdPromptCmdPrompt Registered User regular
    edited July 2008
    You know it would be interesting if there maybe WAS a real programmers corner here at PA. It might not be a very crowded forum but surely it would be a good place for those who want to discuss programs they have written or want to create. Like a writer's block for coders. And it would provide a great place for people to look for projects they may be interested in joining. We have seen some good projects come out of PA such as impromptu games Shotgun Sunrise, so to say a team of people can't be formed through a forum thread is not out of the question.

    Theres always this.

    If you'd like to discuss a project, just make a new topic there.

    CmdPrompt on
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  • Popped CollarPopped Collar __BANNED USERS regular
    edited July 2008
    I don't think Moe's Tech Tavern is really the place for that. There are some programming threads but its not inherently catering to them.

    I think the Op should post his design document, and that way we can see if it really stands up against the rigors facing game design. I want to see some good discussion, about the core features.

    Popped Collar on
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