4 plomlompom tries to build his own roguelike. It doesn't do much yet (although
5 plomlompom has insanely ambitious long-term plans).
7 You can move around a player on an island and meet different enemies. You have 5
8 hitpoints to lose before death. Enemies start with different amounts of
9 hitpoints, depending on their species. Dead enemies become dirt, skeletons, or
10 food to consume (each turn reduces one's "satiation", and the further away from
11 a healthy center it is, the smaller the chance of regaining lost hitpoints by
12 healing, and the stronger the chance of suffering from hunger or overfeeding
13 and thereby losing hitpoints). Note that different kinds of movements/actions
14 take different numbers of turns to finish.
16 Enemies' AI is very dumb so far: Each turn, they look out for actors of
17 different species to flee from (if their type starts out with more hitpoints
18 than they have) or (if the opposite is the case) move towards for purposes of
19 attack. If they see no enemy, they search for and consume "magic meat".
21 Every move of yours re-writes a file "save" that describes the new state of the
22 world, if more than 15 seconds have passed since its last writing. Once you
23 re-start the game, the game state is recreated from the "save" file. To
24 start over in a new world, simply delete this file.
26 System requirements / installation / running the game
27 -----------------------------------------------------
29 The game is expected to run:
30 - on Unix systems with a vt100-like terminal environment (xterm will do)
31 - that contain the ncurses library
32 - and Python3 (version >= 3.2.3).
34 To build it, this is furthermore necessary:
35 - gcc (version >= 4.7.2); some llvm masked as gcc was tested successfully on OSX
36 - libc library headers (libc6-dev?)
38 To build and start, just run:
42 ./roguelike is a shell script that executes a union of ./roguelike-server and
43 ./roguelike-client, with the server as a background job. You may ignore the
44 script and start either or both of the two by hand if you please.
46 Save files, replay game recording, starting over
47 ------------------------------------------------
49 By default, the game state is saved in the file ./save, and read from there on
50 (server) restart. Another file name to use can be given with the -l option (i.e.
51 start the game with "./roguelike -l alternate_savefile"). To start over in a new
52 world, remove ./save, or use the -l option with the name of a file that does not
55 Once you start a new world, every game action of yours is appended to a file
56 called "record_" plus the save file name. Run "./roguelike -s" to watch the
57 current game's recording from the beginning. Hit any player action key to
58 increment turns (they will not trigger the actions usually mapped to them, only
59 repeat the actions done at that point in the game as defined in the record
60 file). Other keys do their usual thing.
62 Append a number to the -s option (like "-s100") to start the recording playback
63 at the respective turn number. (Don't forget to delete / empty a game's record
64 file when deleting its save file, or different game's moves will get mixed up in
67 Hacking / server internals and configuration
68 --------------------------------------------
70 The game world is set up and made subject to player commands by
71 ./roguelike-server. It's controlled by commands explained in the file
72 ./SERVER_COMMANDS. The server usually reads these from the files ./server/in
73 (written to by ./roguelike-client), ./confserver/world, ./record_save and
76 The ./roguelike-server executable can be run with a -v option for possibly
77 helpful debugging info (mostly: what messages the client sends to the server).
79 Server and client communicate via files in the ./server/ directory (generated
80 when the server is first run). The ./server/in file is read by the server for
81 newline-delimited commands. The ./server/out file contains server messages to be
82 read by clients. The ./server/worldstate file contains a serialized
83 representation of the game world's data as it is to be visible to the player /