damerell: (montresor)
posted by [personal profile] damerell at 05:02am on 04/05/2010
roguelike screen

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 [personal profile] ceb's starter map and maybe the Roguebasin FOV stresstest map. Very stub combat system so gribbleys may be slain and don't block corridors.

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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