

The new UI.
Yes, it is very Crawl-ey. That's deliberate. If anyone connected with Crawl is reading this, consider it in the spirit its given: a homage; a compliment of the highest order.
Roguelike Development in the 21st Century

However, I do wish to achieve a clarity in the UI comparable to say, Paprika:
I asked this question a long time ago (October 2007) in r.g.r.d., and to be honest, I've still not made up my mind. But I'm definitely not satisfied with the current interface.
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Kharne Alpha v0.01d Character File
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Agrendaa the Level 1 halfling Priest
Began the game on 28/03/2009 23:09:49
Died 138 turns later on 28/03/2009 23:09:49
On Level 1 of The Mausoleum
-------
Summary
-------
HP: 11/11
MP 8/8
AC: 15
EV: 9
SP: 3
Gold: 0
Burden: 50/130 lbs
XP: 0/0
----------
Attributes
----------
Strength: 13 (3)
Agility: 10 (0)
Endurance: 10 (0)
Intelligence: 17 (7)
Resolve: 20 (10)
Charisma: 15 (4)
------
Combat
------
Accuracy: 1
Damage: 0
Blocking: 0
Deflection: 0
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Skills
------
Fighting: 3
Melee Combat: 2
Ranged Combat: 0
Unarmed Combat: 0
Defense: 0
Heavy Armour: 0
Medium Armour: 1
Light Armour: 0
Subterfuge: 0
Thievery: 0
Thievery: 0
-----
Magic
-----
Base Skill: 5
Elemental Fire: 0
Elemental Water: 0
Elemental Air: 0
Elemental Earth: 0
Nature: 0
Healing: 4
Cursing: 0
Combat: 1
Protection: 2
Lore: 0
-----------
Resistances
-----------
Base Resistance: 0
Fire: 0
Earth: 0
Air: 0
Water: 0
Poison: 0
Lifedraining: 0
---------
Inventory
---------
Head: a Bronze Coif [3, +2]
it increases your armour class (+2)
Neck: [NOTHING]
Chest: a Hide Harness [4, 0]
Arms: [NOTHING]
Hands: [NOTHING]
Legs: some Hide Chaps [2, 0]
Feet: some Leather Boots [2, 0]
Mainhand: a Tin Hand Axe [0, +0]
Offhand: an Alder Buckler [2, 0]
Ranged: [NOTHING]
Back: [NOTHING]
Left Finger: a Copper Ring of Demon Slaying
it increases your damage against demons (+4)
it increases your charisma (+1)
Right Finger: [NOTHING]
Carried:
a Potion of See Invisible
a Leather Cap [2, 0]
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Dungeon
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############################################~~~~~.~~~\~~~.#.#####
############################################@##############.#####
############################################~##############.#####
############################################.##############.#####
############################################.##############.#####
############################################\##############.#####
############################################z##############.#####
############################################.##############z#####
############################################.##############.#####
##############################..~...#######..##############.#####
##############################.....~#######.###############.#####
##############################......#######.###############.#####
##############################..@@~z......\.###############.#####
##############################......#######################.#####
##############################......#######################z#####
##############################......#######################z#####
###########################################################.#####
###########################################################.#####
###########################################################.#####
###########################################################.#####
###########################################################.#####
###########################################################z#####
###########################################################.#####
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Messages
--------
127: You open the door
127: Something close by is alerted to your presence!
127: The Zombie hits you [Rolled 11+1=12] inflicting 5 points of damage
128: The Zombie hits you [Rolled 12+1=13] inflicting 1 points of damage
129: The Savage Rune Hunter hits you [Rolled 9+4=13] inflicting 3 points of damage
129: The Savage Rune Hunter attacks but misses you [Rolled 4+4=8]
130: The Savage Rune Hunter hits you [Rolled 18+4=22] inflicting 1 points of damage
130: The Savage Rune Hunter hits you [Rolled 10+4=14] inflicting 2 points of damage
131: The Savage Rune Hunter hits you [Rolled 9+4=13] inflicting 1 points of damage
132: The Savage Rune Hunter hits you [Rolled 19+4=23] inflicting 4 points of damage
133: The Savage Rune Hunter hits you [Rolled 14+4=18] inflicting 8 points of damage
134: The Savage Rune Hunter attacks but misses you [Rolled 3+4=7]
135: The Savage Rune Hunter hits you [Rolled 12+4=16] but your armour absorbs the blow
136: The Savage Rune Hunter attacks but misses you [Rolled 4+4=8]
136: You see a pile of bones here...
137: The Savage Rune Hunter attacks but misses you (fumble)
137: You take off a Leather Cap [2, 0]
137: You put on a Bronze Coif [3, +2]
137: You put on a Copper Ring of Demon Slaying
138: You decide life is not worth living any more...



for x:= 1 to DUNGEONSIZEX do
begin
for y:= 1 to DUNGEONSIZEY do
begin
if (Dungeon.Walkable[X, Y]) then
begin
if (Dungeon.Effects[X, Y] > 0) then Dungeon.TerrainCost[X, Y] := TC_TOUGH
else Dungeon.TerrainCost[X, Y] := TC_NOCOST;
end
else
begin
Dungeon.TerrainCost[X, Y] := TC_IMPASSABLE;
end;
end;
end;
Dungeon.TerrainCost[PlayerX, PlayerY] := TC_IMPASSABLE;


To do this, I've had to simplify the main window considerably and change the information that is always visible. I think I prefer the newer look - its more streamlined and less distracting.


I've not played it much yet, but I do love the new summary of all the visible monsters and their status. I think I'll have to steal that for Kharne at some point.

The framework is in place for these zones to be dynamic - perhaps they could shrink and expand over time depending on the actions of the player character.
Somewhere in the Wildness, a unwelcoming committee of a Snake ('s') and a Giant Rat ('r') is waiting for our brave hero. The nearby overgrown plant decides to daydream instead.
Meanwhile, on the Plane of Earth, a Kobold ('k') and a Xvart ('g') look menacingly at our hero whilst some jewelery ('=') and food ('%') look on impassively.
Death awaits our brave hero in the Voidfields of the Abyss, as an Efreet ('E') and a Planar Assassin ('@') lurk ready to strike.