X-Git-Url: https://plomlompom.com/repos/?a=blobdiff_plain;f=README;h=a6d9302720c70605a2813e99897c267e99638669;hb=acde4737558aac582a158ebc8d20c23ef50d44a9;hp=d9b678989bf164e12684aa03574e76464c4d96a3;hpb=7ebdd51997623d8d62cc7539bae8ebffa2681059;p=plomrogue diff --git a/README b/README index d9b6789..a6d9302 100644 --- a/README +++ b/README @@ -6,15 +6,16 @@ plomlompom has insanely ambitious long-term plans). You can move around a player on an island and meet different enemies. You have 5 hitpoints to lose before death. Enemies start with different amounts of -hitpoints, depending on their species. Dead enemies become dirt, skeletons or -"magic meat" -- such objects can be collected, and "magic meat" can be consumed -to gain hitpoints (if allowed to lie on the ground for a while it may even -multiply ...). Note that different kinds of movements/actions take different -numbers of turns to finish. +hitpoints, depending on their species. Dead enemies become dirt, skeletons, or +food to consume (each turn reduces one's "satiation", and the lower it is, the +stronger the chance of suffering from hunger and thereby losing hitpoints). Note +that different kinds of movements/actions take different numbers of turns to +finish. -Enemies' AI is very dumb so far: Each turn, they try to move towards their -shortest-path-wise nearest enemy (any animate being of a different species) -visible to them. If they see no enemy, they search for and consume "magic meat". +Enemies' AI is very dumb so far: Each turn, they look out for actors of +different species to flee from (if their type starts out with more hitpoints +than they have) or (if the opposite is the case) move towards for purposes of +attack. If they see no enemy, they search for and consume "magic meat". Every move of yours re-writes a file "savefile" that describes the new state of dthe world, if more than 15 seconds have passed since its last writing. Once you @@ -24,20 +25,25 @@ start over in a new world, simply delete this file. System requirements / installation / running the game ----------------------------------------------------- -The game is expected to run on Linux systems that contain the ncurses library. -(It may also work on other Unix-like systems with ncurses, who knows. See - for OS -X compatibility.) Do the following steps: +The game is expected to run: +- on Unix systems with a vt100-like terminal environment (xterm will do) +- that contain the ncurses library +- and Python3 (version >= 3.2.3). + +To build it, this is furthermore necessary: +- gcc (version >= 4.7.2); some llvm masked as gcc was tested successfully on OSX +- libc library headers (libc6-dev?) +- ncurses library headers (libncurses5-dev?) + +To build and start, do the following steps: -$ git clone https://github.com/plomlompom/plomrogue -$ cd plomrogue $ ./redo $ ./roguelike -(If you got a redo build system installed and in your $PATH, you could also do a -simple "redo" instead of "./redo". The ./redo script calls a simple partial -shell script implementation of redo stored below build/redo_scripts/, written by -Nils Dagsson Moskopp a.k.a. erlehmann.) +If you got a version of djb's redo build system installed and in your $PATH, +you could also do a simple "redo" instead of "./redo". The ./redo script calls a +simple partial shell script implementation of redo stored below +./build/redo_scripts/, written by Nils Dagsson Moskopp a.k.a. erlehmann.) ./redo generates two executables ./roguelike-server and ./roguelike-client. ./roguelike is a pre-existing shell script that merely executes both of them,