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Posted: Thu Feb 24, 2011 3:18 pm
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Paul Graham's ANSI Common Lisp and On Lisp are the books I'd recommend, in that order.xibalba wrote:What free, online, and preferably all-in-one Lisp books should I read, and in what order?
AMUT = anti-mute. There were few enemies in the entire game (if any) that actually casted mute, so giving AMUT to a mage was a waste of a spell slot.xibalba wrote:What's AMUT?
In practice, I think random number generation requires almost no memory, and modest CPU time. Nothing you need to worry about- RANDOM should be just fine.xibalba wrote:I intend to use whichever method of generating randomness takes up the least amount of memory. Maybe a time-based RNG like SaGa Frontier, though it could use some work.
Basically, Lua is a real programming language (a pretty good one, at that) that can be "embedded" in a C or C++ program. Using Lua, you can call a predefined set of the C program's functions programmatically.I'm not stupid enough to make homebrew. The crappiest free computer game has more downloads than the greatest homebrew console game. RPGMaker does not have the functionality I want. I wouldn't mind hearing more about this Lua interface; I'm just curious.
I agree with what you said about the difficulty. Most developers don't seem to put any stock in creating frighteningly strong AI, though I'm not sure how sophisticated an AI can get in an RPG, aside from Tactics-style SRPGs.My absolute final goal is to make a free lightweight SaGa Frontier type MMORPG, which generates money by selling ad space in the in-game universe. Along the way, I want to build games that integrates the modding community with the developer, and I want to build the kind of games I want to play.
RAM shouldn't be a problem. Certainly not to the point where you have to design around it for such a small game. Even a mobile device AFAIK should have at least 10 MB of RAM available to the user these days.only one module need be loaded into the RAM at any given moment, which frees up a lot of room
You should aim primarily for simplicity in the design, and I think you can go a lot simpler than what you have in mind here. Your program should be modular, but in the sense that individual parts of the program don't depend on each other, and make as few assumptions as possible about the rest of the program. You can more easily reuse your code for different games that way.separate Data module for handling duplicate data