Roguelike Development in the 21st Century
Awesome! Nobody moved the old windows anyway. :P
I was going to comment on the Crawl similarity but you already hit that. That's not a bad thing; of all the roguelikes out there, I consider crawl to have the best interface. Definitely something to riff on.I read this entire blog over the weekend. I have to say I'm really excited about this game. I'm going to hold off checking out the alpha til monster AI is in there. Good luck!
Thanks John. You might be interested in the roadmap for the future development. Here's the summarised form (I'll be doing a major post on this soon):0.02 (too many changes for it to be a minor release)End of AprilContains: Major Interface Revamp (already in progress)Finish Monster AIFinish Melee CombatExperience & Level GainingDeath Screens (already in progress)Character Dump (already in progress)Wizard Mode (including easy buttons to go up levels for testing purposes)0.03End of June SkillsTransient EffectsImplement Ranged Physical CombatVictory ConditionsFoodImplement MagicImplement Scrolls and Wands and PotionsImplement Staffs, Rods and OrbsImplement the ID Game0.04End of JulyPersistence (i.e. saving and loading)New Dungeons (seven more are planned, including a Dragon-themed one)Hiscore TablesPlayer Ghosts and Bone Files0.10 - (Offfical Release with source on Googlecode?/SourceForge? under the MPL) End of AugustCharacter Creation RevampTutorials and Documentation
I think Mitsuhiro Itakura was responsible for that particular design choice. Stone Soup just inherited that.I'm glad you found it useful. I wish more folks were as concerned about having an accessible roguelike. =)
Thanks. I was hoping you wouldn't take the adoption of a similar UI the wrong way.
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