10.05.2008, 09:15, written by Mario Donick
Issue List
As the r.g.r.d-thread on LambdaRogue 0.3 grows larger and larger, I will keep track of issues posted there concerning the handling and the gameplay of LambdaRogue in this blog entry, with the newest at the beginning.This list won't contain bugs, only issues directly related to the intended behavior of the game. The list is also no TODO list. I may or may not tackle with the issues in the list.
10.05.2008- it's too easy to run away from monsters and there are too few monsters, therefore the game is boring
- it should be possible to have more than one monster/NPC/trader on the same tile if not in a combat situation
- it should not be possible to have more than one monster/NPC/trader on the same tile if not in a combat situation
Earlier- talking to a trader/NPC should be handled the same way like attacking a monster - place the player next to the target, not »on top« of it
- increase the brightness of SDL mode - As of 0.3.0.1, the brightness should be okay
- the player character in SDL mode is a graphics, while the monsters, traders and NPCs are ASCII - this should be harmonized - If I'll change this ever, then it's likely to be the graphics that will be replaced by an @, so that background is graphically while all life is ASCII. Using ASCII and graphics is mainly an aesthetical issue - I like the surreal combination, for my personal taste I'd even consider it beautiful
- warn or inform the player if a generated character is very weak for hack'n'slash-battle
- replace the notebook-optimized keyboard configuration in lambdarogue.cfg with a more widely known one (e.g. Vi-keys).
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