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Hey guy's. I've never really cared for game dev befor, but it sounds kinda fun. I'm expecting a spair class next year and need to have something to do in my spair time. I'm thinking of making a clone of rogue (the 80's unix rpg). I'm wondering what the best approach to starting something like this is (after gameplay is planned). Here's what I came up with:

1) Make data structures:
map (including staircase, doorways (which would tell how the rooms are lit),
passages, and rooms)
monster list
trap list
item list
-Make sure that the data structures have enough variable's to handle all
event's.
2) Make output functions:
Figure out how to print everthing in the structures.
Hard code structure values to test.
3) Make input functions:
menu's
control's
4) Make turn functions:
basic monster ai's for testing
combat system
user input handling (moving, picking things up, ...)
messaging
5) Make proper ai's.
6) Make randomization functions:
Maps
monsters
traps
items (location, name, charges, power, ...)

Is their anything I forgot? Is their a better way of doing this? Any suggestion's on how to make this game?
Thanks. :)

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Last Post by Hiroshe
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Where's the particle bonanza, eyecandy overload, and cute to till you puke stuff?

Disregard everything you wrote, and focus on what I wrote. For it is the secret to suckering in a cult following, which means a guaranteed audience for all following releases. At least eight dozen!

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Where's the particle bonanza, eyecandy overload, and cute to till you puke stuff?

In the time capsule in my back yard. I may or may not open it up in the future. :P

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