
Kharne's current interface is still much too cluttered. :-(
Should the minimal view (below) be the default one?
Kh
Roguelike Development in the 21st Century
...where the player can see the monster but the monster cannot see the player (and thus is still asleep) This is because the player FoV is calculated using Recursive Shadowcasting, and lacking a working noise model, monsters initially use a simple implementation of Bresenham's line algorithm to calculate if they are aware of the player or not.
The mininum (default) size is 900 x 730.
Here is a glimpse of the new frontscreen of Alpha 0.03. It will do away with extraneous forms and be a single window application (effectively a good approximation of a DOS/Console App). The refactoring out of the character creation and such like is proving to be a bit of a pain, as it was written originally in a seperate DLL. A different type of DLL Hell, indeed.
This is the new inventory UI. It is still drag-and-drop, but now when you mouse-over an item, its full details and description (if known) are displayed. Also if you mouse over an item in the backpack, the appropriate slot on the equipped list is highlighted. To drop an item, drag it onto the drop icon on the bottom right (I'm not quite satisfied with this being the only way to drop items as it currently is, so I'll probably implement a 'drop' command).


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.