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View Poll Results: Are you interested?
Yes, I'll help develop a Dominions Roguelike! 9 13.85%
Yes, I'll play a Dominions Roguelike if someone develops one. 39 60.00%
No, I'm not interested. 4 6.15%
What's a Roguelike? 12 18.46%
What's Dominions? 1 1.54%
Voters: 65. You may not vote on this poll

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  #1  
Old October 7th, 2004, 03:11 PM
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Default Re: Gauging interest in a Dominions Roguelike...

Sorry for the lack of updates; I've just been sucked into other things, including a new job and a universal XML schema based Malfador data manipulation library, whatever the use of that would be

I was thinking maybe it WOULD be better after all to start with an Angband base instead of trying to recreate Angband from scratch, so I was taking a look at ToME, which is one of my favorite roguelikes, and which also happens to have a most excellent Lua-based modding system! Unfortunately, this modding system is not all that well documented, and I know nothing of Lua, so I'm just having to play it by ear. So, my question is, is there anyone around here who's created a ToME module, or even just worked with Lua or Angband at all who would be interested in helping out, assuming I do end up getting this project back up on its feet?
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Old October 7th, 2004, 04:52 PM

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Default Re: Gauging interest in a Dominions Roguelike...

I dont know anything about Lua, but I messed around with the angband source a long while back. If it hasn't undergone some kind of massive code reorganization, you honestly might be better off starting from scratch on that front. It was a morass of confusing code IIRC.
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Old October 8th, 2004, 08:39 AM
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Default Re: Gauging interest in a Dominions Roguelike...

Well I wouldn't be messing with the source anyway, only the script and data files - ToME has a pretty powerful scripting system
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Old October 9th, 2004, 02:37 PM
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Default Re: Gauging interest in a Dominions Roguelike...

I'd be interested in helping, but I can only assist w/art, game balance and concept/development, as I can't code to save my life. I'd be happy to weigh in at a later stage, though.
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Old December 6th, 2004, 10:34 PM
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Default Re: Gauging interest in a Dominions Roguelike...

DUHHHHH!!!!!

I should just buy a copy of Shrapnel's very own homebrewn DUNGEON ODYSSEY game, and start from there! It's pretty close to being a roguelike... if you discount the realtime factor, but then maybe it's moddable to make it turn-based or at least pauseable realtime like SE5 is supposed to be, I really haven't looked into it much yet

(is "homebrewn" even a WORD? )
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Old December 7th, 2004, 10:42 PM

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Default Re: Gauging interest in a Dominions Roguelike...

I've hacked Dungeon Crawl a little, not because I liked the code (written in C, of medium quality), but because I like crawl's superior balance and more consistent flavor vs. alternatives such as nethack.

http://zooko.com/repos/

If you really want to write in C, then I recommend the crawl code base. For one thing, it is actively developed. However, I don't think you should write in C, but instead the Lua modding system of ToME (just from what you said about it -- I don't know anything else), or else just write your own in a nice language like Python or E.
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Old June 25th, 2005, 08:41 PM
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Default Re: Gauging interest in a Dominions Roguelike...

Reviving dead topic...
No, I haven't revived DomBand (my name for this roguelike) - but instead I have started on a new roguelike: Dungeons of Relentless Killing, or DORK for short!
I started a thread about it over in the SE4/SE5 forum, seeing as that's a good place for off-topic discussions, and also posted on rec.games.roguelike.development...
DORK's magic system, though, will be based on Dominions' school/realm system; I'm not sure exactly how but it will. (In other words, I might have skill levels for the schools as well as for the realms, even though Dom2 doesn't, or I might do something different to simulate the research levels in the schools - perhaps the player will have to pay and wait for research to be conducted? - but there will definitely be some sort of "tech-grid" type of thing as it's known in SE4, just because it's more interesting than simple linear progressions )
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