Re: QuestRL 0.1.2 released
- From: "Lochok" <lochok_at_optusnet.com.au>
- Date: Mon, 16 Jan 2006 11:21:48 +1100
"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
.
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