Click on the image to see the full version. Depending on the brightness of your screen, you may or may not be able to see everything.Notice that the fog of war is now visible - in earlier versions of the game, everything outside of the view radius (actually, it's a rectangle) was simply not drawn, leading to lots of empty space surrounding the middle of the screen.Notice also that LambdaRogue still has no Line of Sight - it does not simulate the characters actual view, so you as player can see into houses or rooms even if they are enclosed by walls and closed doors. I do not plan to change this behaviour in the near future.The status areas have changed again. The upper status line is rather tidy, displaying only HP, PP, STR and WGA. WGA is no real value, it's short for "WP", "GP" and "AP" and the three numbers are just that. The last thing shown are equipment icons. In earlier releases, all these information had been placed on the left side.Finally, top and bottom status- and textareas have a nice frame with a decent black gradient.
Earlier / Later / Permanent Link
Dave, 06.05.2008, 17:25
Why no LOS? Is that a deliberate decision?
Mario Donick, 06.05.2008, 17:50
While LOS seems to be rather essential for most roguelikes, it is something I don't consider necessary. As I came from Diablo and Sacred to the roguelike genre - both games without LOS - I won't miss LOS as player. Fog of War is different - here I am influenced by strategy games which crop the player's field of view, but not the LOS of the characters the player controls.
Besides, I've read many texts on programming LOS, but they did not help me - if they provide actual code, they mostly show pieces of other games, but don't talk about the context in which the examples are used - what do these variables called "e" or "s" mean? What do these functions do, called here and there?
So, there are two reasons because I don't want to bother me with these things.
Dave, 07.05.2008, 00:56
Ah, if you ever want to implement LOS, I've managed to decode and implement the FreePascal version of the Recursive Algorithm over at Roguebasin successfully, and would be happy to show you examples of it being used in context.
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