Official IVAN Continuation thread Sticky

Nov 20, 2013, 9:38 pm
#26
Joined: Dec 11, 2008
Posts: 1,770
With the "list" tasks for bugs, ideas etc where are we meant to be making said lists? Here? A text file on github?
There's some fun stuff in here too, I should've snooped around sooner:
Ur-Khan the orc marshal has appeared way too early in GC level 6.
The situation map:

#### ####
#### ####
#### ####        # = moraine earth
    G  U        @ = you
####@####        G = your pet adamant golem
#### ####        U = orc marshal
#### ####

You have a scroll of taming and all wands.
Reading the scroll takes two turns.
You cannot survive for more than one turn if Ur-Khan concentrates his attacks on you.
How can you capture him?
Nov 21, 2013, 1:53 am
#27
Joined: Nov 21, 2013
Posts: 1
I can't believe this game is being worked on again. I remember playing a few years back when the 2008 livan release was the last and final version i could ever find. Is this adding to things like livan or Clivan which i am currently playing? or is it adding to the original without doing what Livan has done? what are the differences? im sorry for so many questions. i just thought all production on this great game was done.

One last thing. will there every be a body targeting system? like hit/miss percentages on aimed targeting to incapacitate the enemies?
Nov 21, 2013, 11:34 am
#28
Joined: Sep 22, 2008
Posts: 631
4zb4 wrote
I can go grab Microsoft Visual Studio 2013/2012/2010 right now if I wanted to but arrrgh there's so many different versions of it I'm not sure which one would be best (Express/Professional/Premium/Ultimate)
I rather liked Visual Studio 2012 Ultimate myself back when I took a few courses in C#. It's got a lot of stuff you probably wouldn't end up needing, but it has marvelous debugging and built-in compilers for quick and easy testing. The 2013 edition I've yet to touch, 2010 is very similar to 2012 for basic usage at least. If you're unsure about the specific version, just grab Ultimate.

Of course that's just based on two basic courses worth of code. And yes, Dreamspark is rather awesome for students. c:
Nov 21, 2013, 6:33 pm
#29
capristo's avatar
The Imperialist


Joined: Dec 2, 2007
Location: New Attnam
Interests: bananas
Posts: 2,148
Ok just a quick update, I had thought you'd be able to commit changes on Github freely, but you have to be added to the "organization." I've added Warheck, 4zb4, and lum4r, let me know if I'm missing anyone else.
Nov 22, 2013, 12:55 pm
#30
Joined: Sep 8, 2010
Occupation: Petty Functionary
Location: Drinking pea soup in the world map
Interests: Mangoes
Posts: 1,116
I still get 403 error when I attempt to "push" changes. Am I pushing the wrong button?

EDIT: Should I fork the repo as per https://help.github.com/articles/fork-a-repo ? Or do something else? How do new changes get merged into the master?

EDIT: I think this is explaining some shit to me: http://stackoverflow.com/questions/6286571/git-fork-is-git-c...
Nov 23, 2013, 2:59 pm
#31
capristo's avatar
The Imperialist


Joined: Dec 2, 2007
Location: New Attnam
Interests: bananas
Posts: 2,148
That's really weird, I have explicitly given you push permission
Nov 23, 2013, 3:01 pm
#32
capristo's avatar
The Imperialist


Joined: Dec 2, 2007
Location: New Attnam
Interests: bananas
Posts: 2,148
Oh, duh. I had to add the repository too. Ok try now!
Nov 23, 2013, 7:06 pm
#33
Joined: Sep 8, 2010
Occupation: Petty Functionary
Location: Drinking pea soup in the world map
Interests: Mangoes
Posts: 1,116
Ha great stuff Cap, works like a charm now.
Nov 23, 2013, 8:16 pm
#34
Joined: Nov 19, 2013
Posts: 2
Guess I have access too. We'll see when people stop stealing my commits
Nov 24, 2013, 8:21 am
#35
Joined: Sep 8, 2010
Occupation: Petty Functionary
Location: Drinking pea soup in the world map
Interests: Mangoes
Posts: 1,116
Sorry lum4r, won't do it again
Nov 24, 2013, 10:20 am
#36
capristo's avatar
The Imperialist


Joined: Dec 2, 2007
Location: New Attnam
Interests: bananas
Posts: 2,148
Just as a clarification

Instead of uploading changed files to Trello, just commit and push them.
Then others can pull the changes in via Git to test them.
If necessary, we can revert the files to undo any changes.

Then perhaps every so often we'll have a new "release" with a compiled exe, etc. so that non-developers can see the changes
Dec 9, 2013, 10:48 am
#37
Joined: May 8, 2010
Posts: 4
Hey guys,

I've been playing IVAN on and off for a long time now and just discovered this post (which, coincidentally, was created on my birthday!)
I by no means am an expert programmer, but I would like to help in any small way (scripting, bug fixes, etc).
So is development still happening? Trello seems a little barren from a TODO point of view, and the last github update was over two weeks ago.

Thanks!
Dec 9, 2013, 4:42 pm
#38
Ernomouse's avatar
Master mine stomper


Joined: Dec 16, 2007
Occupation: Pouring molten bronze in sand
Location: In the cold end
Posts: 2,047
Given this forums reputation of coming back alive no matter what happens to it... Two weeks old updates is fresh as a +mermaid bone earring+.
Dec 24, 2013, 11:00 am
#39
Joined: Sep 8, 2010
Occupation: Petty Functionary
Location: Drinking pea soup in the world map
Interests: Mangoes
Posts: 1,116
Guys I'm bored. Who wants to go and build a new dungeon in the project? Azba? Anybody?
I'll put the location in and do any necessary coding.
Got any ideas for new locations / themes?
Dec 24, 2013, 5:35 pm
#40
Joined: Dec 3, 2007
Occupation: Chaos Weaver
Location: Standing between all life and death
Posts: 2,826
There's plenty. Personally I'm still waiting on the cold storage.

http://ivan.13.forumer.com/viewtopic.php?t=672
Dec 24, 2013, 10:52 pm
#41
Joined: Feb 20, 2012
Posts: 231
Warheck wrote
Guys I'm bored. Who wants to go and build a new dungeon in the project? Azba? Anybody?
I'll put the location in and do any necessary coding.
Got any ideas for new locations / themes?

I think any additional stages should be created with extreme caution so as not to affect game balance (as I'm sure you know from CLIVAN). If you were to create a new dungeon, it should be an end-game area, and as such, I suggest you finally build a destination for Oree's silver portal. Perhaps it could be a portal to the real world? I always sort of assumed that was the case, since it would explain the origin of Oree's can of pepsi, and I guess I just liked the idea. You could use the Pure Mass of Bill's Will as the boss if you buff it up a little, since the whole theme of Microsoft and Pepsi being evil seems quite prevalent in everything the devs wrote in the Holy Stack.
Dec 24, 2013, 11:27 pm
#42
Joined: Dec 11, 2008
Posts: 1,770
I'm interested in making a dungeon for sure.
Personally I think we could do with a side dungeon you can go to between/instead of GC, like what CLIVAN's forest was. Except we already have a forest.
I'm all for Cold Storage, for a change in pace.
Dec 25, 2013, 3:54 am
#43
Joined: Dec 4, 2007
Posts: 180
I wouldn't mind trying to do some pixel art for any updates.
Dec 25, 2013, 12:10 pm
#44
Joined: Sep 8, 2010
Occupation: Petty Functionary
Location: Drinking pea soup in the world map
Interests: Mangoes
Posts: 1,116
Cool. Shall we stick with the cold storage theme then?
We will need some stalactites and stalagmites... and maybe a Yeti

Get thinking about:
- where will the new dungeon be situated? i.e. side dungeon of GC, or a catacomb, or the silver portal (to the freezer full of pepsi?) ? Or a completely new map location?
- what sort of creatures live there? (polar bears, for starters)
- how many levels to the dungeon?
- what sort of themes will the dungeon have?
- special rooms
- special encounters with monsters / characters
- special terrain types

You can turn the ground to ice in New Attnam for example by typing the following line in dungean.dat:
FillSquare = ICE solidterrain(GROUND), 0;
Dec 25, 2013, 1:02 pm
#45
Joined: Feb 20, 2012
Posts: 231
You could replace the unfinished Attnamese Catacombs with the Cold Storage.
Dec 25, 2013, 4:05 pm
#46
Joined: Sep 8, 2010
Occupation: Petty Functionary
Location: Drinking pea soup in the world map
Interests: Mangoes
Posts: 1,116
Could do. Replace is a strong word though, since the devs put the catacomb there. I don't know what the catacombs were for.
Could be a side-dungeon to the catacombs.
Might go and start a new thread.
Dec 25, 2013, 5:24 pm
#47
Joined: Dec 11, 2008
Posts: 1,770
Warheck wrote
Could do. Replace is a strong word though, since the devs put the catacomb there. I don't know what the catacombs were for.

If Dialog.txt is to be trusted, that's where the "Punishers" who wear happy masks are meant to be, who enforce happiness in the populace.
Also something about a tomb of the lost soldier, idk would have to go check again.
Dec 25, 2013, 6:27 pm
#48
Joined: Dec 3, 2007
Occupation: Chaos Weaver
Location: Standing between all life and death
Posts: 2,826
If you want a challenge, I had an idea for a tower too. Instead of going down, you go up, and if you fall off the tower you die. Unless you have a belt of levitation.
Dec 25, 2013, 7:41 pm
#49
Joined: Sep 22, 2008
Posts: 631
Falling off the tower should not be too difficult to implement as we already have liquid surfaces; all you'd need to do is give it a new graphic and replace the material with air. Moving up and down between levels with a belt of levitation on the other hand would be.

Speaking of the levels in towers, the current level generation doesn't really allow for specific shapes outside of the pre-built rooms. Randomly generating a round level surrounded by open air is possible with a large amount of dummy rooms on the level boundaries, but that's really just a dirty workaround for the issue. Stair placement is another concern, as there's no link in the generation between the up and down stairs. Underground that's acceptable since there's a lot more room for where the level could possibly be located in relation to the stairs, but towers are straight solid structures. It makes no sense to go up on one side of the tower and magically appear on the other side on the next level.
Dec 26, 2013, 4:29 am
#50
Joined: Nov 22, 2008
Interests: IVAN
Posts: 1,163
I don't want to go codediving now, but it could be possible to make every air square function as a stair down. (Maybe not up, that'd make the dungeon too easy). As for the stairs, it might be easiest to hard-code them for each level at the start, but maybe that could be replaced by a place-linking script later on. Again, will need coding.
We'll need baddies that fly around in the air squares and swoop down sideways to attack you.
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