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[Announce] Roguelike: A quest too far on extras-devel
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AapoRantalainen
2011-07-19 , 19:19
Posts: 839 | Thanked: 3,386 times | Joined on Mar 2009
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Version 1.3-maemo4.
Short:
* Uses much(!) less CPU
* Not 'w' for wielding anymore.
+Same inventory 'i' for all item handling
-No way to wield staffs anymore
* Not 'a' for activate
* Changed: 'f' for dropping
* Add: alternative keys for moving: 'qweadzxc'
+vi-keys still in use
* Suiciding / quit current game. Press 'v' and confirm with 'y'.
rantalai@leno:~/maemo/quest_too_far_rogue/questtoofar-1.3$ head debian/changelog -n20
questtoofar (1.3-maemo4) unstable; urgency=low
* Uses much(!) less CPU
* Not 'w' for wielding anymore.
+Same inventory 'i' for all item handling
-No way to wield staffs anymore
* Not 'a' for activate
* Changed: 'f' for dropping
* Add: alternative keys for moving: 'qweadzxc'
+vi-keys still in use
* Suiciding / quit current game. Press 'v' and confirm with 'y'.
* Add: "Game over, press Y to play again."
* Automatically drops exhausted candle (new feature).
Long story:
*I replaced SDL_PollEvent+SDL_Delay to SDL_WaitEvent. It used about 60% of CPU even not activated. Now it 0% when idling and below 5% when playing. This SDL-event-polling is bigger concept and have been discussed maemo-dev -mailinglist. Now I have better idea how to implement SDL-waitevent.
*I tried to play game with vi/nethack games, but didn't like it, so I added alternative qweadzxc -mapping on code. I shifted some keys and merged some menus. It is not possible to wield staffs anymore (I didn't even know it was possible, until I removed it).
Press 'i' and then choose any item and it is then used / activated /deactivated / weared / wielded / taken off / unwielded. I think it is better now.
*Game can be quitted (with 'v'). Game asks confirmation. Suiciding yourself drops hitpoints to the zero, so you have one turn time until game realise you are dead.
(This is kinda bug, but currently only alternative is that even canceling suicide consume one turn)
*When game ends, it will ask would you like play another round. If not, application is closed. (This might not work if you win the game, I haven't yet won).
*I added one gameplay feature by myself. When candle runs out, it is automatically dropped (and no turns are wasted). This makes candle a little bit better, but I think it adds feeling of raiding. (Maybe wands and staffs should be also tossed automatically when exhausted)
*****
I haven't yet realized what is point of dagger, so I'm planning to add throwing. Maybe, influenced from Powder, that picking up it again doesn't consume a turn.
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