Re: QuestRL 0.1.2 released




"Pedro Gomez-Esteban" <questrl@xxxxxxxxx> wrote in message
> 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]

The game is looking good - the UI especially. I like the color scheme. At
the moment, I'm going to stick to using the standard Console but that looks
good.

This is a wee bit nit-picky... but How do you process the Keyboard? The
character will only move one spot a keypress and lazier rl'ers like myself
generally hold down the key to travel longer distances with less bother. I
don't know Python or PyGame so I don't know whether its possible.

Keep up the good work!


Lochok


.



Relevant Pages

  • [Article] False Diversity and the Monster Rainbow Problem
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    (rec.games.roguelike.development)
  • Re: Character Advancement
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    (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)
  • QuestRL 0.1.2 released
    ... Tracking ability to track monsters down, ... 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)