plomrogue ========= plomlompom tries to build his own roguelike. It doesn't do much yet (although 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 food to consume (each turn reduces one's "satiation", and the further away from a healthy center it is, the smaller the chance of regaining lost hitpoints by healing, and the stronger the chance of suffering from hunger or overfeeding 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 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 "save" that describes the new state of the world, if more than 15 seconds have passed since its last writing. Once you re-start the game, the game state is recreated from the "save" file. To start over in a new world, simply delete this file. System requirements / installation / running the game ----------------------------------------------------- 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?) To build and start, just run: $ ./roguelike ./roguelike is a shell script that executes a union of ./roguelike-server and ./roguelike-client, with the server as a background job. You may ignore the script and start either or both of the two by hand if you please. Save files, replay game recording, starting over ------------------------------------------------ By default, the game state is saved in the file ./save, and read from there on (server) restart. Another file name to use can be given with the -l option (i.e. start the game with "./roguelike -l alternate_savefile"). To start over in a new world, remove ./save, or use the -l option with the name of a file that does not exist yet. Once you start a new world, every game action of yours is appended to a file called "record_" plus the save file name. Run "./roguelike -s" to watch the current game's recording from the beginning. Hit any player action key to increment turns (they will not trigger the actions usually mapped to them, only repeat the actions done at that point in the game as defined in the record file). Other keys do their usual thing. Append a number to the -s option (like "-s100") to start the recording playback at the respective turn number. (Don't forget to delete / empty a game's record file when deleting its save file, or different game's moves will get mixed up in one record file.) Hacking / server internals and configuration -------------------------------------------- The game world is set up and made subject to player commands by ./roguelike-server. It's controlled by commands explained in the file ./SERVER_COMMANDS. The server usually reads these from the files ./server_run/in (written to by ./roguelike-client), ./confserver/world, ./record_save and ./save. The ./roguelike-server executable can be run with a -v option for possibly helpful debugging info (mostly: what messages the client sends to the server). Server and client communicate via files in the ./server_run/ directory (generated when the server is first run). The ./server_run/in file is read by the server for newline-delimited commands. The ./server_run/out file contains server messages to be read by clients. The ./server/worldstate file contains a serialized representation of the game world's data as it is to be visible to the player / the player's client.