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#11 | |
Rookie
Join Date: Feb 2018
Posts: 20
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Competition response
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#12 |
Apprentice
Join Date: Dec 2013
Posts: 71
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Thank you, I highly appreciate your feedback. What variant would you recommend I should look into for a "best" example SDL interface?
I would like to have both Angband's 'h' quick shoot and Unangband's 'h' item-based interaction keys in Zangband. I find them both very convenient. Kangband's town features look very similar to those in Poschengband, do they share the same source? Where do the casino's originate from? The static worlds and stories of tome2 and Unangband offer more variety and personality than Zangband's random world. But maybe Z's random world can be expanded to offer more interesting procedurally generated landscapes, procedurally generate more feature-rich town houses like those found in Kangband and offer multiple town themes to give each town more personality and a reason to explore the world without expecting more of the same. Townfolk could sometimes leak rumours and monsters can speak based on AI actions similar to friendband. Some monsters could have static witty dialogue that suits them. I like the special quests from tome2, kangband and poschengband, because they offer a special quest location, quest level and a reason to kill a monster. Much better than the random "kill monster on level" quests. If each monster had its own static quest motivation description and both quest building / location and quest level could be procedurally generated, random quests could be more interesting. If Z+Angband offers sound and music, that's great. If it doesn't work, I'm not keen on fixing separate interfaces. That's where the SDL interface could come to the rescue, one interface to fix and test everything. If I fix it for linux, it'll be fixed for windows too without neglecting one or the other. |
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#13 |
Knight
Join Date: Jan 2017
Posts: 862
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Hmm.
As Nick said the windows interface is great. I guess people who use linux also tend to prefer ascii? The windows port is generally preferred over an SDL one because of the flexibility of the subwindows which are offered. The GCU ports tend to be rather inflexible on how they do it and the SDL ports are generally just the GCU output translated to pictures. Poschengband has the most elaborate system for specifying subwindow parameters to be fit into a single window (like the GCU/SDL ports do) but the syntax is arcane and it's done from the command line prior to game start. I think X11 can do multiple subwindows so you can see what that's about without using micro$oft products. There's also NotEye which is a graphical frontend designed to be plugged in to curses roguelikes. PWMAngband uses it. Finally, if you are able and willing to write JavaScript we can pipe the output through the browser and script the layout to draw appropriately onto a canvas element. Probably not that much harder than configuring NotEye. With a bit of effort and understanding we could even get subwindows going running the thing in an embedded browser (e.g. electron) I want to do it myself but I am short on time lately. There was also this: https://github.com/takkaria/angband-webterm |
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#14 | |
Knight
Join Date: Jan 2017
Posts: 862
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About Kangband; it is the source for a lot of the things poschengband inherited though zangband and hengband. Town buildings, town quests, dungeon quests etc.
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I have been thinking of using conditionals to randomise layout the way they are currently used to randomise quest rewards, so thieves hideout would have half a dozen layouts. There is a bug which defaults the random number to 0 in some situations. We have a fix for it (thankyou Sideways) but I haven't committed it yet because it'll break savefiles and I have a character on the go. |
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#15 | |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 55
Posts: 8,592
Donated: $60
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One for the Dark Lord on his dark throne In the Land of Mordor where the Shadows lie. |
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#16 |
Veteran
Join Date: May 2012
Location: Adelaide, Australia
Posts: 2,428
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I played even if I didn't post a character dump as did others. It's not a bad game but the interface is painful. If you fixed that it'd help a lot. Also the wilderness was a pain to navigate. It's a bunch of inconvenience to play when there's a more modern variant forked off it.
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#17 | |
Apprentice
Join Date: Dec 2013
Posts: 71
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I'm probably weird in that I don't prefer ascii or multiple terminals. My favorite interface is from nethack, single window and graphical tiles so I can see what I'm up against, but also tiles that are eligible even when they are as small as an ascii character.
Procgen poschengband-style quests is what I'll be aiming for. I'll take some time to hack around and see what comes of it. And I'll also check out the different town houses that Kangband and Poschengband offer, I like those a lot too. Quote:
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#18 |
Veteran
Join Date: May 2012
Location: Adelaide, Australia
Posts: 2,428
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It's a while ago so I'll have to try it again to give a good answer. I think it lacked a working squelch? Stuff like that.
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#19 |
Prophet
Join Date: Dec 2009
Posts: 9,024
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Basically, play Vanilla, notice the interface improvements, and compare that to playing ZAngband. There have been a lot of changes since ZAngband first branched off ~15 years ago.
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#20 |
Apprentice
Join Date: Dec 2013
Posts: 71
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The Zangband dev team were working on an improved random quest system to replace both random "kill monster" quests and static quests. But they never finished the system. So one task here is to finish that system.
To make Z modern, it's either updating Z with features from V, or porting features like the wilderness and quest system from Z to V. But Z had 11 years of development of its own. Is Z supposed to be very different from V or is porting from Z to the latest V possible without losing many important Z features? Also, the older V version had tile support for X11, but the latest V only supports ascii for X11. Why were tiles dropped for X11? Last edited by droof; February 17, 2018 at 01:12. |
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