
v0.0.3 is here! It looks much the same but it has a bona fide LOS system. I have written in a repeated process of inventing a naive approach and realising why it doesn't work in the course of writing it.
Next:
Write code to illuminate dark areas backlit by lit areas. (Actually not too bad, I have the data structure set up).
Import plaintext maps, use
Minor gripe:
The one-space pillars occlude quite a lot of LOS. The LOS code would readily support smaller obstructions that don't meet up to make walls. Implement same?
Major gripe:
In at least some terminals (ahem like the one I am using), the distinction between bold and not-bold for showing in-LOS and out-LOS squares is not very clear. This is a real nuisance because colour is already heavily committed for showing the dark/dim/bright light level of squares and for trails on the floor. I'm open to suggestions here; I might try making out-of-LOS be dark-grey/cyan/yellow based on light level with squares in-LOS being bold and yellow if dark or dim, bold white if bright, but I don't like cyan much.
The reverse-video walls for bright areas are clear and bold up nicely but we can't splash reverse-video all over the map.
ETA: it works much better on walls, perhaps I should not worry too much until I see how it is on a real map not in this vast arena. Also, yes-it-should-be-configurable but the default still wants to be good... and realistically it will be a long time before it is configurable.
PPS: Kahlua is good for a mix of alertness and Jeff Lait style booze-fuelled inspiration. It is not so good for sleeping.
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Do I have any milk left?
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