From: Christian Heller Date: Tue, 26 Nov 2013 02:11:42 +0000 (+0100) Subject: Updated README. X-Git-Tag: tce~908 X-Git-Url: https://plomlompom.com/repos/%7B%7B%20web_path%20%7D%7D/decks/%7B%7Bdb.prefix%7D%7D/static/blog?a=commitdiff_plain;h=0d8be1b104aaa5c841cd15751b64b3772fbb52e9;p=plomrogue Updated README. --- diff --git a/README b/README index dfcf65e..33a231f 100644 --- a/README +++ b/README @@ -2,17 +2,19 @@ plomrogue ========= plomlompom tries to build his own roguelike. Currently, it doesn't do much -interesting, apart from managing keybindings and some ncurses windows in a -bizarre fashion. +interesting. -You can move around a player and meet a number of different enemies. They move -randomly and will only accidentally hit you. You have 5 hitpoints to lose before -death; they have either 1, 3 or 9. Your score grows by killing enemies, to the -amount of hitpoints each killed enemy started with. Dead enemies become dirt, +You can move around a player and meet a number of different enemies. You have 5 +hitpoints to lose before death; they start with different amounts of hitpoints +depending on their species. Your score grows by killing enemies, to the amount +of hitpoints each killed enemy started with. Dead enemies become dirt, skeletons or "magic meat"--such objects can be collected, and "magic meat" can -be consumed to gain hitpoints. +be consumed to gain hitpoints. Note that different kinds of moves take different +numbers of turns to finish. -The map gets generated randomly, too. +Enemies' AI is very dumb so far: Each turn, they +try to move in the (beeline) direction of the nearest enemy, so they often bump +into obstacles. There is only one save file (named "savefile"), and it gets overwritten each new turn. To start over with a new world, delete it. @@ -41,7 +43,7 @@ keybindings may be changed in the "Global keys" window, those of the window geometry configuration in the "Window geometry keys" window" and those of the window-specific keybindings configuration in the "Window keybinding keys" window; by default, these three windows are not visible, but may be turned on by -hitting the "F5", "F6" and "F7" keys. +hitting the "F6", "F7" and "F8" keys. What actions are available globally or only in specific windows can be further manipulated by editing the files config/keybindings_global and @@ -61,3 +63,20 @@ beginning. Hit the "next turn / wait" key to increment turns. Keys to manage windows, scroll on the map and quit the program are active; keys to perform player actions are inactive. Append a number to the -s option (like "-s100") to start the recording at the respective turn number. + +Hacking +------- + +The movements/actions available to the player and the enemies are defined and +can be changed in config/map_object_actions. Each line consists of, first, a +numerical ID used internally to manage the action, secondly the number of turns +the action takes, and thirdly a string representing the action internally. + +The different map object types, i.e. species (including the player's human one) +and item types, can be edited in config/defs. Here the first value is a +numerical ID that represents the object type, the second one describes what type +this object decomposes to when it gets destroyed/killed, the third value is the +character used to represent the object visually on the map, the fourth value is +the number of hitpoints the object starts with (items are dead and start with +zero hitpoints, anything else moves), the fifth is the string that names the +object in the game log.