QuestRL 0.1.2 released



Even though it's only been a week since I released 0.1.1, "release
early and often" has always been a piece of advice I've heard in this
group, so here goes. This version is still not really playable, only a
show of slowly-growing-little-features. I haven't yet reached the state
where I go crazy adding content.

For those too lazy to read the changelog, the most exciting new things
in this release are the fact that now monsters "remember" the most
interesting thing they've seen and try to chase it (yes, the player is
often the most interesting thing...yum), it's now possible to use the
Tracking ability to track monsters down, and modules now have
minimum/maximum fame requirements. There are a bunch of internal
changes and little display improvements, as well as bugfixes, but those
aren't very important or noticeable.

As an added bonus, besides source and windows binary, I am now
releasing a Mac OSX binary as well.

Like I said, not much yummy new stuff, so I won't even post a
screenshot. As usual, you can see the blog of the game at
http://questrl.blogspot.com, and now you can also see the game's
helpfile system in html (with screenshots) at
http://personales.ya.com/eldomir.

File goodness:

Source: http://personales.ya.com/eldomir/QuestRL0.1.2_source.zip
Windows: http://personales.ya.com/eldomir/QuestRL0.1.2_win.zip
Mac: http://personales.ya.com/eldomir/QuestRL0.1.2_osx.zip

If you're not sure wether to get source or not, you don't - get the
binary version instead. That way, you don't need to worry about which
version of python you have or anything else, it should just work.

Now, for the changelog of this version:

Interface

* The message window now makes messages dim as they get pushed
back.
* The message window now holds seven messages instead of five.
* It is now possible to quit during the game by closing the main
window (if necesary, the game will be saved).
* When the user enters a string, it is highlighted yellow and
stored in the message buffer after it's entered.
* Whenever possible (with items/beings), choice lists now show the
symbol and color of each element, next to the choice (i.e, "+ ~ a
torch" instead of "+ a torch").
* The information window (which shows long text such as
descriptions) now has word-wrapping.
* The key to save and quit in the main game is now "s", to avoid
hitting it by accident when using ESC to get out of menus.

Engine

* The requisites to load a module are now handled by a special
file, modulename.req. This way, to check the requirements only this
file has to be loaded instead of the whole module, making startup time
much faster.
* Since getting Field-Of-View (FOV) is processor intensive, now the
game uses caching. It will cache the FOVs of the level for later use.
* Monsters now have a primitive memory: if they remember something
very interesting, they will try to reach the place where they saw it
last, instead of going for something they can see that is less
interesting. This makes them able to chase the player quite well.
* Each tile now has a "track" reference, to the last being that
passed through it, the direction they left, and the "strength" of the
track, which fades with time. This track can be checked with a new
ability (see Content changes), and will eventually allow monsters to
track the player.

Content

* There are now two kinds of maps: Underground maps (dark
everywhere) and Overground maps (lit everywhere).
* Modules now have requirements of minimum/maximum fame to join,
which are set in the editor.

Bugfixes

* When the display gets a string, it now accepts backspace to
delete characters (duh!).
* Portals now check that a being is standing on them before they
let the being cross the Portal.
* Light sources now behave properly when doors are open/shut.
* Walls can now only be seen when you're on the right side of them,
if they're lit by a light source.


As for the wish-list for the next version, I do have a few wishes:

* Mapping of the keyboard. This way, Dvorak users won't have to worry
about compatibility issues, and laptop users will be able to compensate
for the lack of a numpad in whichever way they like. This feature will
be a bore to do, but the sooner the better.

* Welcome-screen when you start a module. Right now, you need to hit
"q" to see your quests and what you're supposed to do to win the
module. There should be a screen that tells you this before you even
start, so it's obvious what the goal is.

* Weapons. No need to say more.

* Monsters will be able to do what players can do now: track. This way,
it'll be damn hard to get away from a big one.

* Stealth should allow players to lock/unlock doors without the key, if
the lock isn't strong. Right now, Combat is important, Magic quite
less, and Stealth is very useless. This must change.

* Health and Magic should recover with time, slowly. Right now they
never do.

If you've read this far -- I would hug you if I could ;)

--
Pedro
[Quest RL -- http://questrl.blogspot.com]

.



Relevant Pages

  • [Article] False Diversity and the Monster Rainbow Problem
    ... more player classes, and so on. ... properties of these monsters into fields and flags. ... Ring of shock resistance ... Now Suppose we "flesh out" this game. ...
    (rec.games.roguelike.development)
  • Re: Character Advancement
    ... > isn't an issue in roguelike games because farming would naturally be ... > forbidden in the rules of the game. ... > making monsters more challenging is as easy as incrementing an integer. ... > player to fight and so I can keep increasing the PC level forever. ...
    (rec.games.roguelike.development)
  • Re: rewards for non-savescummers
    ... What if a new game frequently meant a game ... Meeting a bunch of low-level monsters ... > a game *without* a lot of the things that the player saw in the ... > the number of artifacts I thought were "cool ideas" ...
    (rec.games.roguelike.development)
  • Re: QuestRL 0.1.2 released
    ... > in this release are the fact that now monsters "remember" the most ... you can see the blog of the game at ... > * The message window now holds seven messages instead of five. ... This makes them able to chase the player quite well. ...
    (rec.games.roguelike.development)
  • Re: What makes a variant unpopular (to me) [Un]
    ... there should be any monsters on the first dungeon level which are ... Given that I'm not going to play this game anymore, ... the main window doesn't notice when you resize it. ... Given that the above mushrooms are grey commas, ...
    (rec.games.roguelike.angband)