Tuesday, August 30, 2011

Libtcod in C#: I give up


   No not on Libtcod but instead on trying to program a roguelike without something like it. I don't currently know enough about putting pictures on screen to make what I want on my own. I "tried" in the 7DRL but used a library to display the screen and it did not allow me the control of the the console that I wanted.
   I have given up and thus can proceed with it as Libtcod does all that I need and then some. I actually have my recursive shadow casting code all tidied up into a library so I could technically use it but Libtcod comes with basically the same code already built in so using my library would just add another complication. I could just use the generic C# random number generator but Libtcod has a slightly better generator and allows me to specify the seed so I can get the same string of numbers whenever I want.
   I do however still plan to work on the pathfinding myself as it interests me and I want to see what I can do with it before just using Libtcod's built in pathfinding.
   There may be a few posts on Libtcod in specific and the Roguelike I will be slapping together but nothing is certain as Collage just started up on Monday so my schedule may less free time in it real soon. Anyway a few things I picked up while testing Libtcod.

  • The libtcod 1.5.1 c# download did not have terminal.png in it which is the default font so your code will fail for lack of it. To get it you can get any of the other 1.5.1 downloads and maybe any of the downloads though I have only checked the 1.5.1 versions. (or just change the default font if you happen to have another just laying around)
  • You need libtcod-net-unmanaged.dll in the same folder as your .exe and libtcod-VS.dll needs to be with it. libtcod-VS.dll also needs to be in the same folder as libtcod-net.dll so basicly its easier to have them all just in there with your exe. A quick list of what I had in with the exe to get libtcod running correctly:
    • libtcod-net.dll
    • libtcod-net-unmanaged.dll
    • libtcod-VS.dll
    • SDL.dll
    • zlib1.dll
    • terminal.png
  • I use Microsoft Visual Studios for this as I get a good version of it free through collage. Making the game as a console app works fine though normally you would have the blank console that normally appears as well as the game console made by Libtcod. You can get rid of the blank one through project properties and changing output type from console application to windows application.
  • libtcod-net.dll is the one you add as a reference, you don't need to add any of the others.
Overall I like what I saw once I got libtcod working right and I had figured out what I needed to do. The documentation for libtcod 1.5.1 is Here though it seems the C# stuff needs a lot of work to actually reflect reality as it is but overall is quite helpful. Of course I will probably do a post about the basic stuff and what I observed happening anyway.

Monday, August 29, 2011

Labyrinth Lord Cover to Cover: Part 13, pages 43 to 45

For this series of posts I will be using the free PDF of the 
Labyrinth Lord rules that can be found Here at Goblinoid Games
This is the thirteenth part of a series, here are the links to the
1st, 2nd, 3rd,  4th, 5th, 6th, 7th, 8th, 9th, 10th, 11th, and 12th parts

The Group

   Section 4 starts off with stuff about the adventuring group. Stuff like how you should have a diverse party because different classes do different stuff. It follows this up with suggesting that a group has a marching order and since most labyrinth hallways fit two people abreast a line with two a row would be good way to move. It follows it up with suggesting having Fighters in front followed by Thieves, then Magic Users and Elves, and ending the line with Dwarves or Clerics. All of these are useful suggestions to give a new group and so are the right thing to start off with in the section.

The Labyrinth

   The place you will likely spend most of your time. Whether you call it a dungeon, labyrinth, or a cave it basically means some underground space with monsters and traps. Turns are equal to ten minutes and a round is ten seconds. Now for one of the things that disapeered for the most part from the newest editions of D&D and that is the need for rest.
   In Labyrinth Lords after 5 turns of activity you need a turn of rest. If you don't you get - to hit and to damage rolls till you have rested a turn. I guess in a place that is for the most part able to kill you at the drop of a hat you might get strung out a bit quicker then normal.
   Doors in the dungeon can be locked or hidden though no mention of being stuck. I personally like that in the really old D&D version the doors where basically out to get you. Nothing in LL about the doors swinging closed on their own or needing spikes to keep them open.
   Traps are another thing somewhat different though this is more of a actually having a way to find them other then clues left by the DM. Everyone except Dwarves get a 1 in 6 chance of find a trap while a Dwarf will have a 2 in 6 chance. Thieves also happen to have special skill at finding traps though that is all it say here so I guess if you want to know how you actually have to go to the thief entry.



This is the thirteenth part of a series, here are the links to the
1st, 2nd, 3rd,  4th, 5th, 6th, 7th, 8th, 9th, 10th, 11th, and 12th parts
Labyrinth Lord rules that can be found Here at Goblinoid Games

Monday, August 22, 2011

Labyrinth Lord Cover to Cover: Part 12, pages 19 to 42, Spell Overview

For this series of posts I will be using the free PDF of the 
Labyrinth Lord rules that can be found Here at Goblinoid Games
This is the twelfth part of a series, here are links to the
1st, 2nd, 3rd,  4th, 5th, 6th, 7th, 8th, 9th, 10th, and 11th parts

Spell Basics

   Spells are an interesting thing but to really use them you need to know the basics. First of all is that you need to be able to say the magic words and move your hands to make the magic symbols so if your gagged, silenced, or bound then you can't cast spells. Next is you have to decide if and what you want to cast before initiative is rolled for the round. This is half because if you for instance waited till your actual action you may for instance choose to target someone else because the person you where going to target died and half because if you get damaged you could lose the spell you where going to cast so if you had not decided which spell then which one do you lose?

   An interesting quirk some spells have is that they are reversible. For Magic Users this means not much beyond a couple extra spells as the reverse for them is just another spell. When you consider Clerics though it can get interesting. They can use either form of the spell without specifically memorizing which side of the spell they want. The rules do add that the DM can limit this if something is against the beliefs of the cleric's god and that you may annoy your good if you cast spells against you alignment but there is no hard rule here with it all left up to interpretation.

   Now for something that seems a little late, what your beginning spells are. Magic Users and Elves start with a few more spells then they can cast, more specifically two first level spells and a second level spell and further spells can only be added through game play. Now why does it appear here instead of in character creation? Because of duplication or more precisely the limiting of duplication, if you had it for each character you would have to say it twice and in a place it may get lost among the words. Here in the spell section it has its own heading and only needs to be said once.

Cleric Spells

   Overall Clerics have less spells not only by level but in levels as well. In the book at each level there are 8 spells for a cleric while a Magic User has 12 and a Cleric only has spells up to 7th level instead of 9th. To offset this of course a Cleric can memorize any spell of a level that they want and don't have to bother with things like a spell book.

   As for the spells while there is some overlap with the Magic User spells most of the spells are cleric only.  Of course I could go through and tell you each spell a Cleric has but that would be going overboard so lets highlight some of the more Clericy spells.
   Of course first is the whole line of "Cure ___ Wounds" spells. These are spells that heal hitpoints and well thats what they do, nothing complicated about them besides knowing how to properly use them. They can greatly reduce down time as it takes a long time to heal HP naturaly.
   The other iconic thing is Resurrection and its little brother Raise Dead. The Magic User may have a spell or so that can technically bring you back to life but a Cleric has the spells that do it with the fewest strings attached. Both of the spells are relativly high level but that won't stop the players from wanting to find someone that can cast them for when their adventure gets them in deeper then they could handle.

Arcane Spells

   These are the spells that the Magic User and the Elf share. Of course an Elf can only know up to fifth level spells so I guess I will have to highlight a spell not only from the first level and last but fifth level as well. Anyway once again and more so I don't want to go through every spell so here is some highlights.
   1d6+1 of damage that always hits it target. Thats right the Magic Missile, a spell that never misses in basically any normal circumstance. Even better every five levels (5th, 10th, 15th, and so on) you add two more missiles. Even better you can make each missile go where you want which makes this spell worth it even at higher levels. Whether taking out the front line of a charging group of kobolds or pounding on a tough opponent its a spell that most directly turns magical power into damage.
   For the obligatory fifth level spell I have chosen Wall of Stone. While there are a couple wall spells before it the wall of stone is the highest level and most solid of them. Sure it could be overshadowed by other spells at its level like cloudkill or teleport, I have a slight...   fascination with wall spells. Instantly a permanent wall of up to 1000 cubic feet in any shape as long as you don't try to create it with something in it and it rests on a solid surface. This could mean a wall between you and those archers over there or with a little planning you could even make a decent rest house at the end of the day to stay in. Definitly on my list of spells to have.
   And finally we have Wish. What do you Wish for? No really I am asking you, the audience, what do you wish for? The only limits on the spell in Labyrinth Lord is what the DM puts on it. Wish is the purest form of magic though usually used in greed. If I had a Magic User who could cast it thats basically the point where I retire him. Either the spell will be limited by the DM to not be fun anymore or its not limited and breaks the game so lets assume you have a first level character who has a wish owed to them, once again I ask you all What, Do, You, Wish?



This is the twelfth part of a series, here are links to the
1st, 2nd, 3rd,  4th, 5th, 6th, 7th, 8th, 9th, 10th, and 11th parts
Labyrinth Lord rules that can be found Here at Goblinoid Games

Monday, August 15, 2011

Labyrinth Lord Cover to Cover: Part 11, pages 14 to 18

For this series of posts I will be using the free PDF of the 
Labyrinth Lord rules that can be found Here at Goblinoid Games
This is the eleventh part of a series, here are links to the
1st, 2nd, 3rd,  4th, 5th, 6th, 7th, 8th, 9th, and 10th parts

Wrapping up Character Creation

   Of the alignments you can choose from there are only three. The book basically sets them up as opposing sides with a side that exists to basically not be on either of the other sides. Law and Chaos fight because thats what they do. Lawful characters will be all about truth and justice while Chaotic characters are all about opposing Law. Most people who inhabit the world will thus be Neutral as they will do stuff but will tend not risk life and limb for others with out a good reason as well as not breaking the law without a very good reason. If you can't figure out a character's alignment is ask yourself how willing the character is to to risk their life for another person. If they would for a semi close friend without expecting payment they are Lawful, if they would expect something in return even if just recognition then they are Neutral and if they would not then they are Chaotic.

   There is a quick little rule about character inheritance which would basically allow you to leave stuff for your next character. There is a condition saying exactly "a player is only allowed to leave a character inheritance one time" so because it says player it could mean you could only do it exactly once or it could mean that you can do it once a character and basically it leaves it up to the DM to decide.
   Ending off this section there is a bit about money and equipment. I did not read anywhere that says how much a starting character gets so either it is in a previous part and I forgot or a future place though it could just not be there leaving it entirely up to the DM. The equipment list if quite standard fare though I do like the list of transport options. It doesn't actually tell you how much it would cost to for instance ride a boat from one place to another, instead it gives you how much the boat costs to buy. While useful Some example prices for journeys would be helpful, after all how much would I charge to cross a mile of water in the ocean as compared to a mile of water down a river?



This is the eleventh part of a series, here are links to the
1st, 2nd, 3rd,  4th, 5th, 6th, 7th, 8th, 9th, and 10th parts
Labyrinth Lord rules that can be found Here at Goblinoid Games

Monday, August 1, 2011

Labyrinth Lord Cover to Cover: Part 10, pages 12 to 14, The Thief

For this series of posts I will be using the free PDF of the 
Labyrinth Lord rules that can be found Here at Goblinoid Games
This is the tenth part of a series, here are links to the
1st, 2nd, 3rd,  4th, 5th, 6th, 7th, 8th, and 9th parts

The Thief

   Another class with only a d4 hit die. The Thief of all the classes shows best how little attributes mean overall. Sure extra experience is fun and the few bonuses you get from them are nice but you can play with any stats you like as long as you have a requirement for the class. In any newer version all the abilities that the thief has like move silently and hide would require a good dexterity to use well but in Labyrinth Lords it entirely based on level. Attributes are and in general where meant to be a representation of aptitude.
   The class has the biggest number of abilities hard coded into it. A Thief's prime requisite is, no surprise, dexterity. As for armor they are limited to leather without shields. It is also suggested that they belong to a thieves guild and may have to pay part of their treasure to it though this is optional and if the party plans to basically leave and never come back it may be better to leave this out unless you have a plan for it like having the leader get angry at the thief and send people after him to collect their dues. The biggest thing about a Thief though is all of his abilities and there are too many to really go into depth and anyway, a number of them have almost self explanatory names so a quick list should do: Pick locks, Find and remove traps, Pick pockets, Move silently, Climb walls, Hide in shadows, and finally Hear noises. The Thief also gets to at level 4 read languages(any) with 80% probability and at level 10 use arcane magic scrolls with 90% accuracy. The scroll reading is particularly interesting as on failure the spell doesn't fizzle but instead it functions in an unexpected way, possibly causing something horrible at the DM's discretion.
   There are a number of interesting things to do with the Thief, though keep in mind that just because it has a climb walls ability and others don't does not mean that a Thief is the only one who can climb. It just means that the Thief is better at it and gets to improve with levels. About the only thing I don't like about the Thief class is one of its core abilities, the find and remove traps. Originally it was only the ability to remove a trap and I would probably cut it to that and cut out the find part, though the reason why is a post all on its own.



This is the tenth part of a series, here are links to the
1st, 2nd, 3rd,  4th, 5th, 6th, 7th, 8th, and 9th parts
Labyrinth Lord rules that can be found Here at Goblinoid Games