X-Git-Url: https://plomlompom.com/repos/?a=blobdiff_plain;f=README;h=5ce32d5241d46d372a22b27388d7cb0d1aa5f43d;hb=89c4ab4e0d6d7bb9d51d6714afae52603b465fc0;hp=8a73d7f7e36276e88bd41c839d2ca2f7e80cf4f4;hpb=550d22ec0c3f530f5d317746f3f7e75251a1de4b;p=plomrogue diff --git a/README b/README index 8a73d7f..5ce32d5 100644 --- a/README +++ b/README @@ -2,15 +2,18 @@ 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. +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. Note that different kinds of moves take different +numbers of turns to finish. -The map get 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. @@ -28,14 +31,18 @@ make Keybindings and window configuration ------------------------------------ -In the default window configuration, globally available keybinings are shown at -game start in the three windows on the left of the screen. The lower two windows -describe keybindings / actions only available in a window's window configuration -views -- hit "w" (per default keybindings) to switch the selected / "active" -window to a view that allows changing its geometry. One further hit on "w" -switches the window to a view that lists keybindings available specifically for -that window -- such as for map scrolling actions in the "map" window. All -keybindings can be changed. +In the default window configuration, the window appearing on the left sports a +list of keybindings available globally and additionally via the window currently +selected as active. + +Hit "w" (per default keybindings) to switch the "active" window to a view that +allows changing its geometry. One further hit on "w" switches the window to a +view that allows changing its window-specific keybindings. The global +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 "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 @@ -55,3 +62,20 @@ 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.